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[SOURCE: https://en.wikipedia.org/wiki/Lod#cite_ref-Israelpopulations_1-1] | [TOKENS: 4733] |
Contents Lod Lod (Hebrew: לוד, fully vocalized: לֹד), also known as Lydda (Ancient Greek: Λύδδα) and Lidd (Arabic: اللِّدّ, romanized: al-Lidd, or اللُّدّ, al-Ludd), is a city 15 km (9+1⁄2 mi) southeast of Tel Aviv and 40 km (25 mi) northwest of Jerusalem in the Central District of Israel. It is situated between the lower Shephelah on the east and the coastal plain on the west. The city had a population of 90,814 in 2023. Lod has been inhabited since at least the Neolithic period. It is mentioned a few times in the Hebrew Bible and in the New Testament. Between the 5th century BCE and up until the late Roman period, it was a prominent center for Jewish scholarship and trade. Around 200 CE, the city became a Roman colony and was renamed Diospolis (Ancient Greek: Διόσπολις, lit. 'city of Zeus'). Tradition identifies Lod as the 4th century martyrdom site of Saint George; the Church of Saint George and Mosque of Al-Khadr located in the city is believed to have housed his remains. Following the Arab conquest of the Levant, Lod served as the capital of Jund Filastin; however, a few decades later, the seat of power was transferred to Ramla, and Lod slipped in importance. Under Crusader rule, the city was a Catholic diocese of the Latin Church and it remains a titular see to this day.[citation needed] Lod underwent a major change in its population in the mid-20th century. Exclusively Palestinian Arab in 1947, Lod was part of the area designated for an Arab state in the United Nations Partition Plan for Palestine; however, in July 1948, the city was occupied by the Israel Defense Forces, and most of its Arab inhabitants were expelled in the Palestinian expulsion from Lydda and Ramle. The city was largely resettled by Jewish immigrants, most of them expelled from Arab countries. Today, Lod is one of Israel's mixed cities, with an Arab population of 30%. Lod is one of Israel's major transportation hubs. The main international airport, Ben Gurion Airport, is located 8 km (5 miles) north of the city. The city is also a major railway and road junction. Religious references The Hebrew name Lod appears in the Hebrew Bible as a town of Benjamin, founded along with Ono by Shamed or Shamer (1 Chronicles 8:12; Ezra 2:33; Nehemiah 7:37; 11:35). In Ezra 2:33, it is mentioned as one of the cities whose inhabitants returned after the Babylonian captivity. Lod is not mentioned among the towns allocated to the tribe of Benjamin in Joshua 18:11–28. The name Lod derives from a tri-consonantal root not extant in Northwest Semitic, but only in Arabic (“to quarrel; withhold, hinder”). An Arabic etymology of such an ancient name is unlikely (the earliest attestation is from the Achaemenid period). In the New Testament, the town appears in its Greek form, Lydda, as the site of Peter's healing of Aeneas in Acts 9:32–38. The city is also mentioned in an Islamic hadith as the location of the battlefield where the false messiah (al-Masih ad-Dajjal) will be slain before the Day of Judgment. History The first occupation dates to the Neolithic in the Near East and is associated with the Lodian culture. Occupation continued in the Levant Chalcolithic. Pottery finds have dated the initial settlement in the area now occupied by the town to 5600–5250 BCE. In the Early Bronze, it was an important settlement in the central coastal plain between the Judean Shephelah and the Mediterranean coast, along Nahal Ayalon. Other important nearby sites were Tel Dalit, Tel Bareqet, Khirbat Abu Hamid (Shoham North), Tel Afeq, Azor and Jaffa. Two architectural phases belong to the late EB I in Area B. The first phase had a mudbrick wall, while the late phase included a circulat stone structure. Later excavations have produced an occupation later, Stratum IV. It consists of two phases, Stratum IVb with mudbrick wall on stone foundations and rounded exterior corners. In Stratum IVa there was a mudbrick wall with no stone foundations, with imported Egyptian potter and local pottery imitations. Another excavations revealed nine occupation strata. Strata VI-III belonged to Early Bronze IB. The material culture showed Egyptian imports in strata V and IV. Occupation continued into Early Bronze II with four strata (V-II). There was continuity in the material culture and indications of centralized urban planning. North to the tell were scattered MB II burials. The earliest written record is in a list of Canaanite towns drawn up by the Egyptian pharaoh Thutmose III at Karnak in 1465 BCE. From the fifth century BCE until the Roman period, the city was a centre of Jewish scholarship and commerce. According to British historian Martin Gilbert, during the Hasmonean period, Jonathan Maccabee and his brother, Simon Maccabaeus, enlarged the area under Jewish control, which included conquering the city. The Jewish community in Lod during the Mishnah and Talmud era is described in a significant number of sources, including information on its institutions, demographics, and way of life. The city reached its height as a Jewish center between the First Jewish-Roman War and the Bar Kokhba revolt, and again in the days of Judah ha-Nasi and the start of the Amoraim period. The city was then the site of numerous public institutions, including schools, study houses, and synagogues. In 43 BC, Cassius, the Roman governor of Syria, sold the inhabitants of Lod into slavery, but they were set free two years later by Mark Antony. During the First Jewish–Roman War, the Roman proconsul of Syria, Cestius Gallus, razed the town on his way to Jerusalem in Tishrei 66 CE. According to Josephus, "[he] found the city deserted, for the entire population had gone up to Jerusalem for the Feast of Tabernacles. He killed fifty people whom he found, burned the town and marched on". Lydda was occupied by Emperor Vespasian in 68 CE. In the period following the destruction of Jerusalem in 70 CE, Rabbi Tarfon, who appears in many Tannaitic and Jewish legal discussions, served as a rabbinic authority in Lod. During the Kitos War, 115–117 CE, the Roman army laid siege to Lod, where the rebel Jews had gathered under the leadership of Julian and Pappos. Torah study was outlawed by the Romans and pursued mostly in the underground. The distress became so great, the patriarch Rabban Gamaliel II, who was shut up there and died soon afterwards, permitted fasting on Ḥanukkah. Other rabbis disagreed with this ruling. Lydda was next taken and many of the Jews were executed; the "slain of Lydda" are often mentioned in words of reverential praise in the Talmud. In 200 CE, emperor Septimius Severus elevated the town to the status of a city, calling it Colonia Lucia Septimia Severa Diospolis. The name Diospolis ("City of Zeus") may have been bestowed earlier, possibly by Hadrian. At that point, most of its inhabitants were Christian. The earliest known bishop is Aëtius, a friend of Arius. During the following century (200-300CE), it's said that Joshua ben Levi founded a yeshiva in Lod. In December 415, the Council of Diospolis was held here to try Pelagius; he was acquitted. In the sixth century, the city was renamed Georgiopolis after St. George, a soldier in the guard of the emperor Diocletian, who was born there between 256 and 285 CE. The Church of Saint George and Mosque of Al-Khadr is named for him. The 6th-century Madaba map shows Lydda as an unwalled city with a cluster of buildings under a black inscription reading "Lod, also Lydea, also Diospolis". An isolated large building with a semicircular colonnaded plaza in front of it might represent the St George shrine. After the Muslim conquest of Palestine by Amr ibn al-'As in 636 CE, Lod which was referred to as "al-Ludd" in Arabic served as the capital of Jund Filastin ("Military District of Palaestina") before the seat of power was moved to nearby Ramla during the reign of the Umayyad Caliph Suleiman ibn Abd al-Malik in 715–716. The population of al-Ludd was relocated to Ramla, as well. With the relocation of its inhabitants and the construction of the White Mosque in Ramla, al-Ludd lost its importance and fell into decay. The city was visited by the local Arab geographer al-Muqaddasi in 985, when it was under the Fatimid Caliphate, and was noted for its Great Mosque which served the residents of al-Ludd, Ramla, and the nearby villages. He also wrote of the city's "wonderful church (of St. George) at the gate of which Christ will slay the Antichrist." The Crusaders occupied the city in 1099 and named it St Jorge de Lidde. It was briefly conquered by Saladin, but retaken by the Crusaders in 1191. For the English Crusaders, it was a place of great significance as the birthplace of Saint George. The Crusaders made it the seat of a Latin Church diocese, and it remains a titular see. It owed the service of 10 knights and 20 sergeants, and it had its own burgess court during this era. In 1226, Ayyubid Syrian geographer Yaqut al-Hamawi visited al-Ludd and stated it was part of the Jerusalem District during Ayyubid rule. Sultan Baybars brought Lydda again under Muslim control by 1267–8. According to Qalqashandi, Lydda was an administrative centre of a wilaya during the fourteenth and fifteenth century in the Mamluk empire. Mujir al-Din described it as a pleasant village with an active Friday mosque. During this time, Lydda was a station on the postal route between Cairo and Damascus. In 1517, Lydda was incorporated into the Ottoman Empire as part of the Damascus Eyalet, and in the 1550s, the revenues of Lydda were designated for the new waqf of Hasseki Sultan Imaret in Jerusalem, established by Hasseki Hurrem Sultan (Roxelana), the wife of Suleiman the Magnificent. By 1596 Lydda was a part of the nahiya ("subdistrict") of Ramla, which was under the administration of the liwa ("district") of Gaza. It had a population of 241 households and 14 bachelors who were all Muslims, and 233 households who were Christians. They paid a fixed tax-rate of 33,3 % on agricultural products, including wheat, barley, summer crops, vineyards, fruit trees, sesame, special product ("dawalib" =spinning wheels), goats and beehives, in addition to occasional revenues and market toll, a total of 45,000 Akçe. All of the revenue went to the Waqf. In 1051 AH/1641/2, the Bedouin tribe of al-Sawālima from around Jaffa attacked the villages of Subṭāra, Bayt Dajan, al-Sāfiriya, Jindās, Lydda and Yāzūr belonging to Waqf Haseki Sultan. The village appeared as Lydda, though misplaced, on the map of Pierre Jacotin compiled in 1799. Missionary William M. Thomson visited Lydda in the mid-19th century, describing it as a "flourishing village of some 2,000 inhabitants, imbosomed in noble orchards of olive, fig, pomegranate, mulberry, sycamore, and other trees, surrounded every way by a very fertile neighbourhood. The inhabitants are evidently industrious and thriving, and the whole country between this and Ramleh is fast being filled up with their flourishing orchards. Rarely have I beheld a rural scene more delightful than this presented in early harvest ... It must be seen, heard, and enjoyed to be appreciated." In 1869, the population of Ludd was given as: 55 Catholics, 1,940 "Greeks", 5 Protestants and 4,850 Muslims. In 1870, the Church of Saint George was rebuilt. In 1892, the first railway station in the entire region was established in the city. In the second half of the 19th century, Jewish merchants migrated to the city, but left after the 1921 Jaffa riots. In 1882, the Palestine Exploration Fund's Survey of Western Palestine described Lod as "A small town, standing among enclosure of prickly pear, and having fine olive groves around it, especially to the south. The minaret of the mosque is a very conspicuous object over the whole of the plain. The inhabitants are principally Moslim, though the place is the seat of a Greek bishop resident of Jerusalem. The Crusading church has lately been restored, and is used by the Greeks. Wells are found in the gardens...." From 1918, Lydda was under the administration of the British Mandate in Palestine, as per a League of Nations decree that followed the Great War. During the Second World War, the British set up supply posts in and around Lydda and its railway station, also building an airport that was renamed Ben Gurion Airport after the death of Israel's first prime minister in 1973. At the time of the 1922 census of Palestine, Lydda had a population of 8,103 inhabitants (7,166 Muslims, 926 Christians, and 11 Jews), the Christians were 921 Orthodox, 4 Roman Catholics and 1 Melkite. This had increased by the 1931 census to 11,250 (10,002 Muslims, 1,210 Christians, 28 Jews, and 10 Bahai), in a total of 2475 residential houses. In 1938, Lydda had a population of 12,750. In 1945, Lydda had a population of 16,780 (14,910 Muslims, 1,840 Christians, 20 Jews and 10 "other"). Until 1948, Lydda was an Arab town with a population of around 20,000—18,500 Muslims and 1,500 Christians. In 1947, the United Nations proposed dividing Mandatory Palestine into two states, one Jewish state and one Arab; Lydda was to form part of the proposed Arab state. In the ensuing war, Israel captured Arab towns outside the area the UN had allotted it, including Lydda. In December 1947, thirteen Jewish passengers in a seven-car convoy to Ben Shemen Youth Village were ambushed and murdered.In a separate incident, three Jewish youths, two men and a woman were captured, then raped and murdered in a neighbouring village. Their bodies were paraded in Lydda’s principal street. The Israel Defense Forces entered Lydda on 11 July 1948. The following day, under the impression that it was under attack, the 3rd Battalion was ordered to shoot anyone "seen on the streets". According to Israel, 250 Arabs were killed. Other estimates are higher: Arab historian Aref al Aref estimated 400, and Nimr al Khatib 1,700. In 1948, the population rose to 50,000 during the Nakba, as Arab refugees fleeing other areas made their way there. A key event was the Palestinian expulsion from Lydda and Ramle, with the expulsion of 50,000-70,000 Palestinians from Lydda and Ramle by the Israel Defense Forces. All but 700 to 1,056 were expelled by order of the Israeli high command, and forced to walk 17 km (10+1⁄2 mi) to the Jordanian Arab Legion lines. Estimates of those who died from exhaustion and dehydration vary from a handful to 355. The town was subsequently sacked by the Israeli army. Some scholars, including Ilan Pappé, characterize this as ethnic cleansing. The few hundred Arabs who remained in the city were soon outnumbered by the influx of Jews who immigrated to Lod from August 1948 onward, most of them from Arab countries. As a result, Lod became a predominantly Jewish town. After the establishment of the state, the biblical name Lod was readopted. The Jewish immigrants who settled Lod came in waves, first from Morocco and Tunisia, later from Ethiopia, and then from the former Soviet Union. Since 2008, many urban development projects have been undertaken to improve the image of the city. Upscale neighbourhoods have been built, among them Ganei Ya'ar and Ahisemah, expanding the city to the east. According to a 2010 report in the Economist, a three-meter-high wall was built between Jewish and Arab neighbourhoods and construction in Jewish areas was given priority over construction in Arab neighborhoods. The newspaper says that violent crime in the Arab sector revolves mainly around family feuds over turf and honour crimes. In 2010, the Lod Community Foundation organised an event for representatives of bicultural youth movements, volunteer aid organisations, educational start-ups, businessmen, sports organizations, and conservationists working on programmes to better the city. In the 2021 Israel–Palestine crisis, a state of emergency was declared in Lod after Arab rioting led to the death of an Israeli Jew. The Mayor of Lod, Yair Revivio, urged Prime Minister of Israel Benjamin Netanyahu to deploy Israel Border Police to restore order in the city. This was the first time since 1966 that Israel had declared this kind of emergency lockdown. International media noted that both Jewish and Palestinian mobs were active in Lod, but the "crackdown came for one side" only. Demographics In the 19th century and until the Lydda Death March, Lod was an exclusively Muslim-Christian town, with an estimated 6,850 inhabitants, of whom approximately 2,000 (29%) were Christian. According to the Israel Central Bureau of Statistics (CBS), the population of Lod in 2010 was 69,500 people. According to the 2019 census, the population of Lod was 77,223, of which 53,581 people, comprising 69.4% of the city's population, were classified as "Jews and Others", and 23,642 people, comprising 30.6% as "Arab". Education According to CBS, 38 schools and 13,188 pupils are in the city. They are spread out as 26 elementary schools and 8,325 elementary school pupils, and 13 high schools and 4,863 high school pupils. About 52.5% of 12th-grade pupils were entitled to a matriculation certificate in 2001.[citation needed] Economy The airport and related industries are a major source of employment for the residents of Lod. Other important factories in the city are the communication equipment company "Talard", "Cafe-Co" - a subsidiary of the Strauss Group and "Kashev" - the computer center of Bank Leumi. A Jewish Agency Absorption Centre is also located in Lod. According to CBS figures for 2000, 23,032 people were salaried workers and 1,405 were self-employed. The mean monthly wage for a salaried worker was NIS 4,754, a real change of 2.9% over the course of 2000. Salaried men had a mean monthly wage of NIS 5,821 (a real change of 1.4%) versus NIS 3,547 for women (a real change of 4.6%). The mean income for the self-employed was NIS 4,991. About 1,275 people were receiving unemployment benefits and 7,145 were receiving an income supplement. Art and culture In 2009-2010, Dor Guez held an exhibit, Georgeopolis, at the Petach Tikva art museum that focuses on Lod. Archaeology A well-preserved mosaic floor dating to the Roman period was excavated in 1996 as part of a salvage dig conducted on behalf of the Israel Antiquities Authority and the Municipality of Lod, prior to widening HeHalutz Street. According to Jacob Fisch, executive director of the Friends of the Israel Antiquities Authority, a worker at the construction site noticed the tail of a tiger and halted work. The mosaic was initially covered over with soil at the conclusion of the excavation for lack of funds to conserve and develop the site. The mosaic is now part of the Lod Mosaic Archaeological Center. The floor, with its colorful display of birds, fish, exotic animals and merchant ships, is believed to have been commissioned by a wealthy resident of the city for his private home. The Lod Community Archaeology Program, which operates in ten Lod schools, five Jewish and five Israeli Arab, combines archaeological studies with participation in digs in Lod. Sports The city's major football club, Hapoel Bnei Lod, plays in Liga Leumit (the second division). Its home is at the Lod Municipal Stadium. The club was formed by a merger of Bnei Lod and Rakevet Lod in the 1980s. Two other clubs in the city play in the regional leagues: Hapoel MS Ortodoxim Lod in Liga Bet and Maccabi Lod in Liga Gimel. Hapoel Lod played in the top division during the 1960s and 1980s, and won the State Cup in 1984. The club folded in 2002. A new club, Hapoel Maxim Lod (named after former mayor Maxim Levy) was established soon after, but folded in 2007. Notable people Twin towns-sister cities Lod is twinned with: See also References Bibliography External links |
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[SOURCE: https://en.wikipedia.org/wiki/OpenAI#cite_note-150] | [TOKENS: 8773] |
Contents OpenAI OpenAI is an American artificial intelligence research organization comprising both a non-profit foundation and a controlled for-profit public benefit corporation (PBC), headquartered in San Francisco. It aims to develop "safe and beneficial" artificial general intelligence (AGI), which it defines as "highly autonomous systems that outperform humans at most economically valuable work". OpenAI is widely recognized for its development of the GPT family of large language models, the DALL-E series of text-to-image models, and the Sora series of text-to-video models, which have influenced industry research and commercial applications. Its release of ChatGPT in November 2022 has been credited with catalyzing widespread interest in generative AI. The organization was founded in 2015 in Delaware but evolved a complex corporate structure. As of October 2025, following restructuring approved by California and Delaware regulators, the non-profit OpenAI Foundation holds 26% of the for-profit OpenAI Group PBC, with Microsoft holding 27% and employees/other investors holding 47%. Under its governance arrangements, the OpenAI Foundation holds the authority to appoint the board of the for-profit OpenAI Group PBC, a mechanism designed to align the entity’s strategic direction with the Foundation’s charter. Microsoft previously invested over $13 billion into OpenAI, and provides Azure cloud computing resources. In October 2025, OpenAI conducted a $6.6 billion share sale that valued the company at $500 billion. In 2023 and 2024, OpenAI faced multiple lawsuits for alleged copyright infringement against authors and media companies whose work was used to train some of OpenAI's products. In November 2023, OpenAI's board removed Sam Altman as CEO, citing a lack of confidence in him, but reinstated him five days later following a reconstruction of the board. Throughout 2024, roughly half of then-employed AI safety researchers left OpenAI, citing the company's prominent role in an industry-wide problem. Founding In December 2015, OpenAI was founded as a not for profit organization by Sam Altman, Elon Musk, Ilya Sutskever, Greg Brockman, Trevor Blackwell, Vicki Cheung, Andrej Karpathy, Durk Kingma, John Schulman, Pamela Vagata, and Wojciech Zaremba, with Sam Altman and Elon Musk as the co-chairs. A total of $1 billion in capital was pledged by Sam Altman, Greg Brockman, Elon Musk, Reid Hoffman, Jessica Livingston, Peter Thiel, Amazon Web Services (AWS), and Infosys. However, the actual capital collected significantly lagged pledges. According to company disclosures, only $130 million had been received by 2019. In its founding charter, OpenAI stated an intention to collaborate openly with other institutions by making certain patents and research publicly available, but later restricted access to its most capable models, citing competitive and safety concerns. OpenAI was initially run from Brockman's living room. It was later headquartered at the Pioneer Building in the Mission District, San Francisco. According to OpenAI's charter, its founding mission is "to ensure that artificial general intelligence (AGI)—by which we mean highly autonomous systems that outperform humans at most economically valuable work—benefits all of humanity." Musk and Altman stated in 2015 that they were partly motivated by concerns about AI safety and existential risk from artificial general intelligence. OpenAI stated that "it's hard to fathom how much human-level AI could benefit society", and that it is equally difficult to comprehend "how much it could damage society if built or used incorrectly". The startup also wrote that AI "should be an extension of individual human wills and, in the spirit of liberty, as broadly and evenly distributed as possible", and that "because of AI's surprising history, it's hard to predict when human-level AI might come within reach. When it does, it'll be important to have a leading research institution which can prioritize a good outcome for all over its own self-interest." Co-chair Sam Altman expected a decades-long project that eventually surpasses human intelligence. Brockman met with Yoshua Bengio, one of the "founding fathers" of deep learning, and drew up a list of great AI researchers. Brockman was able to hire nine of them as the first employees in December 2015. OpenAI did not pay AI researchers salaries comparable to those of Facebook or Google. It also did not pay stock options which AI researchers typically get. Nevertheless, OpenAI spent $7 million on its first 52 employees in 2016. OpenAI's potential and mission drew these researchers to the firm; a Google employee said he was willing to leave Google for OpenAI "partly because of the very strong group of people and, to a very large extent, because of its mission." OpenAI co-founder Wojciech Zaremba stated that he turned down "borderline crazy" offers of two to three times his market value to join OpenAI instead. In April 2016, OpenAI released a public beta of "OpenAI Gym", its platform for reinforcement learning research. Nvidia gifted its first DGX-1 supercomputer to OpenAI in August 2016 to help it train larger and more complex AI models with the capability of reducing processing time from six days to two hours. In December 2016, OpenAI released "Universe", a software platform for measuring and training an AI's general intelligence across the world's supply of games, websites, and other applications. Corporate structure In 2019, OpenAI transitioned from non-profit to "capped" for-profit, with the profit being capped at 100 times any investment. According to OpenAI, the capped-profit model allows OpenAI Global, LLC to legally attract investment from venture funds and, in addition, to grant employees stakes in the company. Many top researchers work for Google Brain, DeepMind, or Facebook, which offer equity that a nonprofit would be unable to match. Before the transition, OpenAI was legally required to publicly disclose the compensation of its top employees. The company then distributed equity to its employees and partnered with Microsoft, announcing an investment package of $1 billion into the company. Since then, OpenAI systems have run on an Azure-based supercomputing platform from Microsoft. OpenAI Global, LLC then announced its intention to commercially license its technologies. It planned to spend $1 billion "within five years, and possibly much faster". Altman stated that even a billion dollars may turn out to be insufficient, and that the lab may ultimately need "more capital than any non-profit has ever raised" to achieve artificial general intelligence. The nonprofit, OpenAI, Inc., is the sole controlling shareholder of OpenAI Global, LLC, which, despite being a for-profit company, retains a formal fiduciary responsibility to OpenAI, Inc.'s nonprofit charter. A majority of OpenAI, Inc.'s board is barred from having financial stakes in OpenAI Global, LLC. In addition, minority members with a stake in OpenAI Global, LLC are barred from certain votes due to conflict of interest. Some researchers have argued that OpenAI Global, LLC's switch to for-profit status is inconsistent with OpenAI's claims to be "democratizing" AI. On February 29, 2024, Elon Musk filed a lawsuit against OpenAI and CEO Sam Altman, accusing them of shifting focus from public benefit to profit maximization—a case OpenAI dismissed as "incoherent" and "frivolous," though Musk later revived legal action against Altman and others in August. On April 9, 2024, OpenAI countersued Musk in federal court, alleging that he had engaged in "bad-faith tactics" to slow the company's progress and seize its innovations for his personal benefit. OpenAI also argued that Musk had previously supported the creation of a for-profit structure and had expressed interest in controlling OpenAI himself. The countersuit seeks damages and legal measures to prevent further alleged interference. On February 10, 2025, a consortium of investors led by Elon Musk submitted a $97.4 billion unsolicited bid to buy the nonprofit that controls OpenAI, declaring willingness to match or exceed any better offer. The offer was rejected on 14 February 2025, with OpenAI stating that it was not for sale, but the offer complicated Altman's restructuring plan by suggesting a lower bar for how much the nonprofit should be valued. OpenAI, Inc. was originally designed as a nonprofit in order to ensure that AGI "benefits all of humanity" rather than "the private gain of any person". In 2019, it created OpenAI Global, LLC, a capped-profit subsidiary controlled by the nonprofit. In December 2024, OpenAI proposed a restructuring plan to convert the capped-profit into a Delaware-based public benefit corporation (PBC), and to release it from the control of the nonprofit. The nonprofit would sell its control and other assets, getting equity in return, and would use it to fund and pursue separate charitable projects, including in science and education. OpenAI's leadership described the change as necessary to secure additional investments, and claimed that the nonprofit's founding mission to ensure AGI "benefits all of humanity" would be better fulfilled. The plan has been criticized by former employees. A legal letter named "Not For Private Gain" asked the attorneys general of California and Delaware to intervene, stating that the restructuring is illegal and would remove governance safeguards from the nonprofit and the attorneys general. The letter argues that OpenAI's complex structure was deliberately designed to remain accountable to its mission, without the conflicting pressure of maximizing profits. It contends that the nonprofit is best positioned to advance its mission of ensuring AGI benefits all of humanity by continuing to control OpenAI Global, LLC, whatever the amount of equity that it could get in exchange. PBCs can choose how they balance their mission with profit-making. Controlling shareholders have a large influence on how closely a PBC sticks to its mission. On October 28, 2025, OpenAI announced that it had adopted the new PBC corporate structure after receiving approval from the attorneys general of California and Delaware. Under the new structure, OpenAI's for-profit branch became a public benefit corporation known as OpenAI Group PBC, while the non-profit was renamed to the OpenAI Foundation. The OpenAI Foundation holds a 26% stake in the PBC, while Microsoft holds a 27% stake and the remaining 47% is owned by employees and other investors. All members of the OpenAI Group PBC board of directors will be appointed by the OpenAI Foundation, which can remove them at any time. Members of the Foundation's board will also serve on the for-profit board. The new structure allows the for-profit PBC to raise investor funds like most traditional tech companies, including through an initial public offering, which Altman claimed was the most likely path forward. In January 2023, OpenAI Global, LLC was in talks for funding that would value the company at $29 billion, double its 2021 value. On January 23, 2023, Microsoft announced a new US$10 billion investment in OpenAI Global, LLC over multiple years, partially needed to use Microsoft's cloud-computing service Azure. From September to December, 2023, Microsoft rebranded all variants of its Copilot to Microsoft Copilot, and they added MS-Copilot to many installations of Windows and released Microsoft Copilot mobile apps. Following OpenAI's 2025 restructuring, Microsoft owns a 27% stake in the for-profit OpenAI Group PBC, valued at $135 billion. In a deal announced the same day, OpenAI agreed to purchase $250 billion of Azure services, with Microsoft ceding their right of first refusal over OpenAI's future cloud computing purchases. As part of the deal, OpenAI will continue to share 20% of its revenue with Microsoft until it achieves AGI, which must now be verified by an independent panel of experts. The deal also loosened restrictions on both companies working with third parties, allowing Microsoft to pursue AGI independently and allowing OpenAI to develop products with other companies. In 2017, OpenAI spent $7.9 million, a quarter of its functional expenses, on cloud computing alone. In comparison, DeepMind's total expenses in 2017 were $442 million. In the summer of 2018, training OpenAI's Dota 2 bots required renting 128,000 CPUs and 256 GPUs from Google for multiple weeks. In October 2024, OpenAI completed a $6.6 billion capital raise with a $157 billion valuation including investments from Microsoft, Nvidia, and SoftBank. On January 21, 2025, Donald Trump announced The Stargate Project, a joint venture between OpenAI, Oracle, SoftBank and MGX to build an AI infrastructure system in conjunction with the US government. The project takes its name from OpenAI's existing "Stargate" supercomputer project and is estimated to cost $500 billion. The partners planned to fund the project over the next four years. In July, the United States Department of Defense announced that OpenAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and xAI. In the same month, the company made a deal with the UK Government to use ChatGPT and other AI tools in public services. OpenAI subsequently began a $50 million fund to support nonprofit and community organizations. In April 2025, OpenAI raised $40 billion at a $300 billion post-money valuation, which was the highest-value private technology deal in history. The financing round was led by SoftBank, with other participants including Microsoft, Coatue, Altimeter and Thrive. In July 2025, the company reported annualized revenue of $12 billion. This was an increase from $3.7 billion in 2024, which was driven by ChatGPT subscriptions, which reached 20 million paid subscribers by April 2025, up from 15.5 million at the end of 2024, alongside a rapidly expanding enterprise customer base that grew to five million business users. The company’s cash burn remains high because of the intensive computational costs required to train and operate large language models. It projects an $8 billion operating loss in 2025. OpenAI reports revised long-term spending projections totaling approximately $115 billion through 2029, with annual expenditures projected to escalate significantly, reaching $17 billion in 2026, $35 billion in 2027, and $45 billion in 2028. These expenditures are primarily allocated toward expanding compute infrastructure, developing proprietary AI chips, constructing data centers, and funding intensive model training programs, with more than half of the spending through the end of the decade expected to support research-intensive compute for model training and development. The company's financial strategy prioritizes market expansion and technological advancement over near-term profitability, with OpenAI targeting cash-flow-positive operations by 2029 and projecting revenue of approximately $200 billion by 2030. This aggressive spending trajectory underscores both the enormous capital requirements of scaling cutting-edge AI technology and OpenAI's commitment to maintaining its position as a leader in the artificial intelligence industry. In October 2025, OpenAI completed an employee share sale of up to $10 billion to existing investors which valued the company at $500 billion. The deal values OpenAI as the most valuable privately owned company in the world—surpassing SpaceX as the world's most valuable private company. On November 17, 2023, Sam Altman was removed as CEO when its board of directors (composed of Helen Toner, Ilya Sutskever, Adam D'Angelo and Tasha McCauley) cited a lack of confidence in him. Chief Technology Officer Mira Murati took over as interim CEO. Greg Brockman, the president of OpenAI, was also removed as chairman of the board and resigned from the company's presidency shortly thereafter. Three senior OpenAI researchers subsequently resigned: director of research and GPT-4 lead Jakub Pachocki, head of AI risk Aleksander Mądry, and researcher Szymon Sidor. On November 18, 2023, there were reportedly talks of Altman returning as CEO amid pressure placed upon the board by investors such as Microsoft and Thrive Capital, who objected to Altman's departure. Although Altman himself spoke in favor of returning to OpenAI, he has since stated that he considered starting a new company and bringing former OpenAI employees with him if talks to reinstate him didn't work out. The board members agreed "in principle" to resign if Altman returned. On November 19, 2023, negotiations with Altman to return failed and Murati was replaced by Emmett Shear as interim CEO. The board initially contacted Anthropic CEO Dario Amodei (a former OpenAI executive) about replacing Altman, and proposed a merger of the two companies, but both offers were declined. On November 20, 2023, Microsoft CEO Satya Nadella announced Altman and Brockman would be joining Microsoft to lead a new advanced AI research team, but added that they were still committed to OpenAI despite recent events. Before the partnership with Microsoft was finalized, Altman gave the board another opportunity to negotiate with him. About 738 of OpenAI's 770 employees, including Murati and Sutskever, signed an open letter stating they would quit their jobs and join Microsoft if the board did not rehire Altman and then resign. This prompted OpenAI investors to consider legal action against the board as well. In response, OpenAI management sent an internal memo to employees stating that negotiations with Altman and the board had resumed and would take some time. On November 21, 2023, after continued negotiations, Altman and Brockman returned to the company in their prior roles along with a reconstructed board made up of new members Bret Taylor (as chairman) and Lawrence Summers, with D'Angelo remaining. According to subsequent reporting, shortly before Altman’s firing, some employees raised concerns to the board about how he had handled the safety implications of a recent internal AI capability discovery. On November 29, 2023, OpenAI announced that an anonymous Microsoft employee had joined the board as a non-voting member to observe the company's operations; Microsoft resigned from the board in July 2024. In February 2024, the Securities and Exchange Commission subpoenaed OpenAI's internal communication to determine if Altman's alleged lack of candor misled investors. In 2024, following the temporary removal of Sam Altman and his return, many employees gradually left OpenAI, including most of the original leadership team and a significant number of AI safety researchers. In August 2023, it was announced that OpenAI had acquired the New York-based start-up Global Illumination, a company that deploys AI to develop digital infrastructure and creative tools. In June 2024, OpenAI acquired Multi, a startup focused on remote collaboration. In March 2025, OpenAI reached a deal with CoreWeave to acquire $350 million worth of CoreWeave shares and access to AI infrastructure, in return for $11.9 billion paid over five years. Microsoft was already CoreWeave's biggest customer in 2024. Alongside their other business dealings, OpenAI and Microsoft were renegotiating the terms of their partnership to facilitate a potential future initial public offering by OpenAI, while ensuring Microsoft's continued access to advanced AI models. On May 21, OpenAI announced the $6.5 billion acquisition of io, an AI hardware start-up founded by former Apple designer Jony Ive in 2024. In September 2025, OpenAI agreed to acquire the product testing startup Statsig for $1.1 billion in an all-stock deal and appointed Statsig's founding CEO Vijaye Raji as OpenAI's chief technology officer of applications. The company also announced development of an AI-driven hiring service designed to rival LinkedIn. OpenAI acquired personal finance app Roi in October 2025. In October 2025, OpenAI acquired Software Applications Incorporated, the developer of Sky, a macOS-based natural language interface designed to operate across desktop applications. The Sky team joined OpenAI, and the company announced plans to integrate Sky’s capabilities into ChatGPT. In December 2025, it was announced OpenAI had agreed to acquire Neptune, an AI tooling startup that helps companies track and manage model training, for an undisclosed amount. In January 2026, it was announced OpenAI had acquired healthcare technology startup Torch for approximately $60 million. The acquisition followed the launch of OpenAI’s ChatGPT Health product and was intended to strengthen the company’s medical data and healthcare artificial intelligence capabilities. OpenAI has been criticized for outsourcing the annotation of data sets to Sama, a company based in San Francisco that employed workers in Kenya. These annotations were used to train an AI model to detect toxicity, which could then be used to moderate toxic content, notably from ChatGPT's training data and outputs. However, these pieces of text usually contained detailed descriptions of various types of violence, including sexual violence. The investigation uncovered that OpenAI began sending snippets of data to Sama as early as November 2021. The four Sama employees interviewed by Time described themselves as mentally scarred. OpenAI paid Sama $12.50 per hour of work, and Sama was redistributing the equivalent of between $1.32 and $2.00 per hour post-tax to its annotators. Sama's spokesperson said that the $12.50 was also covering other implicit costs, among which were infrastructure expenses, quality assurance and management. In 2024, OpenAI began collaborating with Broadcom to design a custom AI chip capable of both training and inference, targeted for mass production in 2026 and to be manufactured by TSMC on a 3 nm process node. This initiative intended to reduce OpenAI's dependence on Nvidia GPUs, which are costly and face high demand in the market. In January 2024, Arizona State University purchased ChatGPT Enterprise in OpenAI's first deal with a university. In June 2024, Apple Inc. signed a contract with OpenAI to integrate ChatGPT features into its products as part of its new Apple Intelligence initiative. In June 2025, OpenAI began renting Google Cloud's Tensor Processing Units (TPUs) to support ChatGPT and related services, marking its first meaningful use of non‑Nvidia AI chips. In September 2025, it was revealed that OpenAI signed a contract with Oracle to purchase $300 billion in computing power over the next five years. In September 2025, OpenAI and NVIDIA announced a memorandum of understanding that included a potential deployment of at least 10 gigawatts of NVIDIA systems and a $100 billion investment from NVIDIA in OpenAI. OpenAI expected the negotiations to be completed within weeks. As of January 2026, this has not been realized, and the two sides are rethinking the future of their partnership. In October 2025, OpenAI announced a multi-billion dollar deal with AMD. OpenAI committed to purchasing six gigawatts worth of AMD chips, starting with the MI450. OpenAI will have the option to buy up to 160 million shares of AMD, about 10% of the company, depending on development, performance and share price targets. In December 2025, Disney said it would make a $1 billion investment in OpenAI, and signed a three-year licensing deal that will let users generate videos using Sora—OpenAI's short-form AI video platform. More than 200 Disney, Marvel, Star Wars and Pixar characters will be available to OpenAI users. In early 2026, Amazon entered advanced discussions to invest up to $50 billion in OpenAI as part of a potential artificial intelligence partnership. Under the proposed agreement, OpenAI’s models could be integrated into Amazon’s digital assistant Alexa and other internal projects. OpenAI provides LLMs to the Artificial Intelligence Cyber Challenge and to the Advanced Research Projects Agency for Health. In October 2024, The Intercept revealed that OpenAI's tools are considered "essential" for AFRICOM's mission and included in an "Exception to Fair Opportunity" contractual agreement between the United States Department of Defense and Microsoft. In December 2024, OpenAI said it would partner with defense-tech company Anduril to build drone defense technologies for the United States and its allies. In 2025, OpenAI's Chief Product Officer, Kevin Weil, was commissioned lieutenant colonel in the U.S. Army to join Detachment 201 as senior advisor. In June 2025, the U.S. Department of Defense awarded OpenAI a $200 million one-year contract to develop AI tools for military and national security applications. OpenAI announced a new program, OpenAI for Government, to give federal, state, and local governments access to its models, including ChatGPT. Services In February 2019, GPT-2 was announced, which gained attention for its ability to generate human-like text. In 2020, OpenAI announced GPT-3, a language model trained on large internet datasets. GPT-3 is aimed at natural language answering questions, but it can also translate between languages and coherently generate improvised text. It also announced that an associated API, named the API, would form the heart of its first commercial product. Eleven employees left OpenAI, mostly between December 2020 and January 2021, in order to establish Anthropic. In 2021, OpenAI introduced DALL-E, a specialized deep learning model adept at generating complex digital images from textual descriptions, utilizing a variant of the GPT-3 architecture. In December 2022, OpenAI received widespread media coverage after launching a free preview of ChatGPT, its new AI chatbot based on GPT-3.5. According to OpenAI, the preview received over a million signups within the first five days. According to anonymous sources cited by Reuters in December 2022, OpenAI Global, LLC was projecting $200 million of revenue in 2023 and $1 billion in revenue in 2024. After ChatGPT was launched, Google announced a similar chatbot, Bard, amid internal concerns that ChatGPT could threaten Google’s position as a primary source of online information. On February 7, 2023, Microsoft announced that it was building AI technology based on the same foundation as ChatGPT into Microsoft Bing, Edge, Microsoft 365 and other products. On March 14, 2023, OpenAI released GPT-4, both as an API (with a waitlist) and as a feature of ChatGPT Plus. On November 6, 2023, OpenAI launched GPTs, allowing individuals to create customized versions of ChatGPT for specific purposes, further expanding the possibilities of AI applications across various industries. On November 14, 2023, OpenAI announced they temporarily suspended new sign-ups for ChatGPT Plus due to high demand. Access for newer subscribers re-opened a month later on December 13. In December 2024, the company launched the Sora model. It also launched OpenAI o1, an early reasoning model that was internally codenamed strawberry. Additionally, ChatGPT Pro—a $200/month subscription service offering unlimited o1 access and enhanced voice features—was introduced, and preliminary benchmark results for the upcoming OpenAI o3 models were shared. On January 23, 2025, OpenAI released Operator, an AI agent and web automation tool for accessing websites to execute goals defined by users. The feature was only available to Pro users in the United States. OpenAI released deep research agent, nine days later. It scored a 27% accuracy on the benchmark Humanity's Last Exam (HLE). Altman later stated GPT-4.5 would be the last model without full chain-of-thought reasoning. In July 2025, reports indicated that AI models by both OpenAI and Google DeepMind solved mathematics problems at the level of top-performing students in the International Mathematical Olympiad. OpenAI's large language model was able to achieve gold medal-level performance, reflecting significant progress in AI's reasoning abilities. On October 6, 2025, OpenAI unveiled its Agent Builder platform during the company's DevDay event. The platform includes a visual drag-and-drop interface that lets developers and businesses design, test, and deploy agentic workflows with limited coding. On October 21, 2025, OpenAI introduced ChatGPT Atlas, a browser integrating the ChatGPT assistant directly into web navigation, to compete with existing browsers such as Google Chrome and Apple Safari. On December 11, 2025, OpenAI announced GPT-5.2. This model will be better at creating spreadsheets, building presentations, perceiving images, writing code and understanding long context. On January 27, 2026, OpenAI introduced Prism, a LaTeX-native workspace meant to assist scientists to help with research and writing. The platform utilizes GPT-5.2 as a backend to automate the process of drafting for scientific papers, including features for managing citations, complex equation formatting, and real-time collaborative editing. In March 2023, the company was criticized for disclosing particularly few technical details about products like GPT-4, contradicting its initial commitment to openness and making it harder for independent researchers to replicate its work and develop safeguards. OpenAI cited competitiveness and safety concerns to justify this repudiation. OpenAI's former chief scientist Ilya Sutskever argued in 2023 that open-sourcing increasingly capable models was increasingly risky, and that the safety reasons for not open-sourcing the most potent AI models would become "obvious" in a few years. In September 2025, OpenAI published a study on how people use ChatGPT for everyday tasks. The study found that "non-work tasks" (according to an LLM-based classifier) account for more than 72 percent of all ChatGPT usage, with a minority of overall usage related to business productivity. In July 2023, OpenAI launched the superalignment project, aiming within four years to determine how to align future superintelligent systems. OpenAI promised to dedicate 20% of its computing resources to the project, although the team denied receiving anything close to 20%. OpenAI ended the project in May 2024 after its co-leaders Ilya Sutskever and Jan Leike left the company. In August 2025, OpenAI was criticized after thousands of private ChatGPT conversations were inadvertently exposed to public search engines like Google due to an experimental "share with search engines" feature. The opt-in toggle, intended to allow users to make specific chats discoverable, resulted in some discussions including personal details such as names, locations, and intimate topics appearing in search results when users accidentally enabled it while sharing links. OpenAI announced the feature's permanent removal on August 1, 2025, and the company began coordinating with search providers to remove the exposed content, emphasizing that it was not a security breach but a design flaw that heightened privacy risks. CEO Sam Altman acknowledged the issue in a podcast, noting users often treat ChatGPT as a confidant for deeply personal matters, which amplified concerns about AI handling sensitive data. Management In 2018, Musk resigned from his Board of Directors seat, citing "a potential future conflict [of interest]" with his role as CEO of Tesla due to Tesla's AI development for self-driving cars. OpenAI stated that Musk's financial contributions were below $45 million. On March 3, 2023, Reid Hoffman resigned from his board seat, citing a desire to avoid conflicts of interest with his investments in AI companies via Greylock Partners, and his co-founding of the AI startup Inflection AI. Hoffman remained on the board of Microsoft, a major investor in OpenAI. In May 2024, Chief Scientist Ilya Sutskever resigned and was succeeded by Jakub Pachocki. Co-leader Jan Leike also departed amid concerns over safety and trust. OpenAI then signed deals with Reddit, News Corp, Axios, and Vox Media. Paul Nakasone then joined the board of OpenAI. In August 2024, cofounder John Schulman left OpenAI to join Anthropic, and OpenAI's president Greg Brockman took extended leave until November. In September 2024, CTO Mira Murati left the company. In November 2025, Lawrence Summers resigned from the board of directors. Governance and legal issues In May 2023, Sam Altman, Greg Brockman and Ilya Sutskever posted recommendations for the governance of superintelligence. They stated that superintelligence could happen within the next 10 years, allowing a "dramatically more prosperous future" and that "given the possibility of existential risk, we can't just be reactive". They proposed creating an international watchdog organization similar to IAEA to oversee AI systems above a certain capability threshold, suggesting that relatively weak AI systems on the other side should not be overly regulated. They also called for more technical safety research for superintelligences, and asked for more coordination, for example through governments launching a joint project which "many current efforts become part of". In July 2023, the FTC issued a civil investigative demand to OpenAI to investigate whether the company's data security and privacy practices to develop ChatGPT were unfair or harmed consumers (including by reputational harm) in violation of Section 5 of the Federal Trade Commission Act of 1914. These are typically preliminary investigative matters and are nonpublic, but the FTC's document was leaked. In July 2023, the FTC launched an investigation into OpenAI over allegations that the company scraped public data and published false and defamatory information. They asked OpenAI for comprehensive information about its technology and privacy safeguards, as well as any steps taken to prevent the recurrence of situations in which its chatbot generated false and derogatory content about people. The agency also raised concerns about ‘circular’ spending arrangements—for example, Microsoft extending Azure credits to OpenAI while both companies shared engineering talent—and warned that such structures could negatively affect the public. In September 2024, OpenAI's global affairs chief endorsed the UK's "smart" AI regulation during testimony to a House of Lords committee. In February 2025, OpenAI CEO Sam Altman stated that the company is interested in collaborating with the People's Republic of China, despite regulatory restrictions imposed by the U.S. government. This shift comes in response to the growing influence of the Chinese artificial intelligence company DeepSeek, which has disrupted the AI market with open models, including DeepSeek V3 and DeepSeek R1. Following DeepSeek's market emergence, OpenAI enhanced security protocols to protect proprietary development techniques from industrial espionage. Some industry observers noted similarities between DeepSeek's model distillation approach and OpenAI's methodology, though no formal intellectual property claim was filed. According to Oliver Roberts, in March 2025, the United States had 781 state AI bills or laws. OpenAI advocated for preempting state AI laws with federal laws. According to Scott Kohler, OpenAI has opposed California's AI legislation and suggested that the state bill encroaches on a more competent federal government. Public Citizen opposed a federal preemption on AI and pointed to OpenAI's growth and valuation as evidence that existing state laws have not hampered innovation. Before May 2024, OpenAI required departing employees to sign a lifelong non-disparagement agreement forbidding them from criticizing OpenAI and acknowledging the existence of the agreement. Daniel Kokotajlo, a former employee, publicly stated that he forfeited his vested equity in OpenAI in order to leave without signing the agreement. Sam Altman stated that he was unaware of the equity cancellation provision, and that OpenAI never enforced it to cancel any employee's vested equity. However, leaked documents and emails refute this claim. On May 23, 2024, OpenAI sent a memo releasing former employees from the agreement. OpenAI was sued for copyright infringement by authors Sarah Silverman, Matthew Butterick, Paul Tremblay and Mona Awad in July 2023. In September 2023, 17 authors, including George R. R. Martin, John Grisham, Jodi Picoult and Jonathan Franzen, joined the Authors Guild in filing a class action lawsuit against OpenAI, alleging that the company's technology was illegally using their copyrighted work. The New York Times also sued the company in late December 2023. In May 2024 it was revealed that OpenAI had destroyed its Books1 and Books2 training datasets, which were used in the training of GPT-3, and which the Authors Guild believed to have contained over 100,000 copyrighted books. In 2021, OpenAI developed a speech recognition tool called Whisper. OpenAI used it to transcribe more than one million hours of YouTube videos into text for training GPT-4. The automated transcription of YouTube videos raised concerns within OpenAI employees regarding potential violations of YouTube's terms of service, which prohibit the use of videos for applications independent of the platform, as well as any type of automated access to its videos. Despite these concerns, the project proceeded with notable involvement from OpenAI's president, Greg Brockman. The resulting dataset proved instrumental in training GPT-4. In February 2024, The Intercept as well as Raw Story and Alternate Media Inc. filed lawsuit against OpenAI on copyright litigation ground. The lawsuit is said to have charted a new legal strategy for digital-only publishers to sue OpenAI. On April 30, 2024, eight newspapers filed a lawsuit in the Southern District of New York against OpenAI and Microsoft, claiming illegal harvesting of their copyrighted articles. The suing publications included The Mercury News, The Denver Post, The Orange County Register, St. Paul Pioneer Press, Chicago Tribune, Orlando Sentinel, Sun Sentinel, and New York Daily News. In June 2023, a lawsuit claimed that OpenAI scraped 300 billion words online without consent and without registering as a data broker. It was filed in San Francisco, California, by sixteen anonymous plaintiffs. They also claimed that OpenAI and its partner as well as customer Microsoft continued to unlawfully collect and use personal data from millions of consumers worldwide to train artificial intelligence models. On May 22, 2024, OpenAI entered into an agreement with News Corp to integrate news content from The Wall Street Journal, the New York Post, The Times, and The Sunday Times into its AI platform. Meanwhile, other publications like The New York Times chose to sue OpenAI and Microsoft for copyright infringement over the use of their content to train AI models. In November 2024, a coalition of Canadian news outlets, including the Toronto Star, Metroland Media, Postmedia, The Globe and Mail, The Canadian Press and CBC, sued OpenAI for using their news articles to train its software without permission. In October 2024 during a New York Times interview, Suchir Balaji accused OpenAI of violating copyright law in developing its commercial LLMs which he had helped engineer. He was a likely witness in a major copyright trial against the AI company, and was one of several of its current or former employees named in court filings as potentially having documents relevant to the case. On November 26, 2024, Balaji died by suicide. His death prompted the circulation of conspiracy theories alleging that he had been deliberately silenced. California Congressman Ro Khanna endorsed calls for an investigation. On April 24, 2025, Ziff Davis sued OpenAI in Delaware federal court for copyright infringement. Ziff Davis is known for publications such as ZDNet, PCMag, CNET, IGN and Lifehacker. In April 2023, the EU's European Data Protection Board (EDPB) formed a dedicated task force on ChatGPT "to foster cooperation and to exchange information on possible enforcement actions conducted by data protection authorities" based on the "enforcement action undertaken by the Italian data protection authority against OpenAI about the ChatGPT service". In late April 2024 NOYB filed a complaint with the Austrian Datenschutzbehörde against OpenAI for violating the European General Data Protection Regulation. A text created with ChatGPT gave a false date of birth for a living person without giving the individual the option to see the personal data used in the process. A request to correct the mistake was denied. Additionally, neither the recipients of ChatGPT's work nor the sources used, could be made available, OpenAI claimed. OpenAI was criticized for lifting its ban on using ChatGPT for "military and warfare". Up until January 10, 2024, its "usage policies" included a ban on "activity that has high risk of physical harm, including", specifically, "weapons development" and "military and warfare". Its new policies prohibit "[using] our service to harm yourself or others" and to "develop or use weapons". In August 2025, the parents of a 16-year-old boy who died by suicide filed a wrongful death lawsuit against OpenAI (and CEO Sam Altman), alleging that months of conversations with ChatGPT about mental health and methods of self-harm contributed to their son's death and that safeguards were inadequate for minors. OpenAI expressed condolences and said it was strengthening protections (including updated crisis response behavior and parental controls). Coverage described it as a first-of-its-kind wrongful death case targeting the company's chatbot. The complaint was filed in California state court in San Francisco. In November 2025, the Social Media Victims Law Center and Tech Justice Law Project filed seven lawsuits against OpenAI, of which four lawsuits alleged wrongful death. The suits were filed on behalf of Zane Shamblin, 23, of Texas; Amaurie Lacey, 17, of Georgia; Joshua Enneking, 26, of Florida; and Joe Ceccanti, 48, of Oregon, who each committed suicide after prolonged ChatGPT usage. In December 2025, Stein-Erik Soelberg, who was 56 years old at the time, allegedly murdered his mother Suzanne Adams. In the months prior the paranoid, delusional man often discussed his ideas with ChatGPT. Adam's estate then sued OpenAI claiming that the company shared responsibility due to the risk of chatbot psychosis despite the fact that chatbot psychosis is not a real medical diagnosis. OpenAI responded saying they will make ChatGPT safer for users disconnected from reality. See also References Further reading External links |
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Contents Lod Lod (Hebrew: לוד, fully vocalized: לֹד), also known as Lydda (Ancient Greek: Λύδδα) and Lidd (Arabic: اللِّدّ, romanized: al-Lidd, or اللُّدّ, al-Ludd), is a city 15 km (9+1⁄2 mi) southeast of Tel Aviv and 40 km (25 mi) northwest of Jerusalem in the Central District of Israel. It is situated between the lower Shephelah on the east and the coastal plain on the west. The city had a population of 90,814 in 2023. Lod has been inhabited since at least the Neolithic period. It is mentioned a few times in the Hebrew Bible and in the New Testament. Between the 5th century BCE and up until the late Roman period, it was a prominent center for Jewish scholarship and trade. Around 200 CE, the city became a Roman colony and was renamed Diospolis (Ancient Greek: Διόσπολις, lit. 'city of Zeus'). Tradition identifies Lod as the 4th century martyrdom site of Saint George; the Church of Saint George and Mosque of Al-Khadr located in the city is believed to have housed his remains. Following the Arab conquest of the Levant, Lod served as the capital of Jund Filastin; however, a few decades later, the seat of power was transferred to Ramla, and Lod slipped in importance. Under Crusader rule, the city was a Catholic diocese of the Latin Church and it remains a titular see to this day.[citation needed] Lod underwent a major change in its population in the mid-20th century. Exclusively Palestinian Arab in 1947, Lod was part of the area designated for an Arab state in the United Nations Partition Plan for Palestine; however, in July 1948, the city was occupied by the Israel Defense Forces, and most of its Arab inhabitants were expelled in the Palestinian expulsion from Lydda and Ramle. The city was largely resettled by Jewish immigrants, most of them expelled from Arab countries. Today, Lod is one of Israel's mixed cities, with an Arab population of 30%. Lod is one of Israel's major transportation hubs. The main international airport, Ben Gurion Airport, is located 8 km (5 miles) north of the city. The city is also a major railway and road junction. Religious references The Hebrew name Lod appears in the Hebrew Bible as a town of Benjamin, founded along with Ono by Shamed or Shamer (1 Chronicles 8:12; Ezra 2:33; Nehemiah 7:37; 11:35). In Ezra 2:33, it is mentioned as one of the cities whose inhabitants returned after the Babylonian captivity. Lod is not mentioned among the towns allocated to the tribe of Benjamin in Joshua 18:11–28. The name Lod derives from a tri-consonantal root not extant in Northwest Semitic, but only in Arabic (“to quarrel; withhold, hinder”). An Arabic etymology of such an ancient name is unlikely (the earliest attestation is from the Achaemenid period). In the New Testament, the town appears in its Greek form, Lydda, as the site of Peter's healing of Aeneas in Acts 9:32–38. The city is also mentioned in an Islamic hadith as the location of the battlefield where the false messiah (al-Masih ad-Dajjal) will be slain before the Day of Judgment. History The first occupation dates to the Neolithic in the Near East and is associated with the Lodian culture. Occupation continued in the Levant Chalcolithic. Pottery finds have dated the initial settlement in the area now occupied by the town to 5600–5250 BCE. In the Early Bronze, it was an important settlement in the central coastal plain between the Judean Shephelah and the Mediterranean coast, along Nahal Ayalon. Other important nearby sites were Tel Dalit, Tel Bareqet, Khirbat Abu Hamid (Shoham North), Tel Afeq, Azor and Jaffa. Two architectural phases belong to the late EB I in Area B. The first phase had a mudbrick wall, while the late phase included a circulat stone structure. Later excavations have produced an occupation later, Stratum IV. It consists of two phases, Stratum IVb with mudbrick wall on stone foundations and rounded exterior corners. In Stratum IVa there was a mudbrick wall with no stone foundations, with imported Egyptian potter and local pottery imitations. Another excavations revealed nine occupation strata. Strata VI-III belonged to Early Bronze IB. The material culture showed Egyptian imports in strata V and IV. Occupation continued into Early Bronze II with four strata (V-II). There was continuity in the material culture and indications of centralized urban planning. North to the tell were scattered MB II burials. The earliest written record is in a list of Canaanite towns drawn up by the Egyptian pharaoh Thutmose III at Karnak in 1465 BCE. From the fifth century BCE until the Roman period, the city was a centre of Jewish scholarship and commerce. According to British historian Martin Gilbert, during the Hasmonean period, Jonathan Maccabee and his brother, Simon Maccabaeus, enlarged the area under Jewish control, which included conquering the city. The Jewish community in Lod during the Mishnah and Talmud era is described in a significant number of sources, including information on its institutions, demographics, and way of life. The city reached its height as a Jewish center between the First Jewish-Roman War and the Bar Kokhba revolt, and again in the days of Judah ha-Nasi and the start of the Amoraim period. The city was then the site of numerous public institutions, including schools, study houses, and synagogues. In 43 BC, Cassius, the Roman governor of Syria, sold the inhabitants of Lod into slavery, but they were set free two years later by Mark Antony. During the First Jewish–Roman War, the Roman proconsul of Syria, Cestius Gallus, razed the town on his way to Jerusalem in Tishrei 66 CE. According to Josephus, "[he] found the city deserted, for the entire population had gone up to Jerusalem for the Feast of Tabernacles. He killed fifty people whom he found, burned the town and marched on". Lydda was occupied by Emperor Vespasian in 68 CE. In the period following the destruction of Jerusalem in 70 CE, Rabbi Tarfon, who appears in many Tannaitic and Jewish legal discussions, served as a rabbinic authority in Lod. During the Kitos War, 115–117 CE, the Roman army laid siege to Lod, where the rebel Jews had gathered under the leadership of Julian and Pappos. Torah study was outlawed by the Romans and pursued mostly in the underground. The distress became so great, the patriarch Rabban Gamaliel II, who was shut up there and died soon afterwards, permitted fasting on Ḥanukkah. Other rabbis disagreed with this ruling. Lydda was next taken and many of the Jews were executed; the "slain of Lydda" are often mentioned in words of reverential praise in the Talmud. In 200 CE, emperor Septimius Severus elevated the town to the status of a city, calling it Colonia Lucia Septimia Severa Diospolis. The name Diospolis ("City of Zeus") may have been bestowed earlier, possibly by Hadrian. At that point, most of its inhabitants were Christian. The earliest known bishop is Aëtius, a friend of Arius. During the following century (200-300CE), it's said that Joshua ben Levi founded a yeshiva in Lod. In December 415, the Council of Diospolis was held here to try Pelagius; he was acquitted. In the sixth century, the city was renamed Georgiopolis after St. George, a soldier in the guard of the emperor Diocletian, who was born there between 256 and 285 CE. The Church of Saint George and Mosque of Al-Khadr is named for him. The 6th-century Madaba map shows Lydda as an unwalled city with a cluster of buildings under a black inscription reading "Lod, also Lydea, also Diospolis". An isolated large building with a semicircular colonnaded plaza in front of it might represent the St George shrine. After the Muslim conquest of Palestine by Amr ibn al-'As in 636 CE, Lod which was referred to as "al-Ludd" in Arabic served as the capital of Jund Filastin ("Military District of Palaestina") before the seat of power was moved to nearby Ramla during the reign of the Umayyad Caliph Suleiman ibn Abd al-Malik in 715–716. The population of al-Ludd was relocated to Ramla, as well. With the relocation of its inhabitants and the construction of the White Mosque in Ramla, al-Ludd lost its importance and fell into decay. The city was visited by the local Arab geographer al-Muqaddasi in 985, when it was under the Fatimid Caliphate, and was noted for its Great Mosque which served the residents of al-Ludd, Ramla, and the nearby villages. He also wrote of the city's "wonderful church (of St. George) at the gate of which Christ will slay the Antichrist." The Crusaders occupied the city in 1099 and named it St Jorge de Lidde. It was briefly conquered by Saladin, but retaken by the Crusaders in 1191. For the English Crusaders, it was a place of great significance as the birthplace of Saint George. The Crusaders made it the seat of a Latin Church diocese, and it remains a titular see. It owed the service of 10 knights and 20 sergeants, and it had its own burgess court during this era. In 1226, Ayyubid Syrian geographer Yaqut al-Hamawi visited al-Ludd and stated it was part of the Jerusalem District during Ayyubid rule. Sultan Baybars brought Lydda again under Muslim control by 1267–8. According to Qalqashandi, Lydda was an administrative centre of a wilaya during the fourteenth and fifteenth century in the Mamluk empire. Mujir al-Din described it as a pleasant village with an active Friday mosque. During this time, Lydda was a station on the postal route between Cairo and Damascus. In 1517, Lydda was incorporated into the Ottoman Empire as part of the Damascus Eyalet, and in the 1550s, the revenues of Lydda were designated for the new waqf of Hasseki Sultan Imaret in Jerusalem, established by Hasseki Hurrem Sultan (Roxelana), the wife of Suleiman the Magnificent. By 1596 Lydda was a part of the nahiya ("subdistrict") of Ramla, which was under the administration of the liwa ("district") of Gaza. It had a population of 241 households and 14 bachelors who were all Muslims, and 233 households who were Christians. They paid a fixed tax-rate of 33,3 % on agricultural products, including wheat, barley, summer crops, vineyards, fruit trees, sesame, special product ("dawalib" =spinning wheels), goats and beehives, in addition to occasional revenues and market toll, a total of 45,000 Akçe. All of the revenue went to the Waqf. In 1051 AH/1641/2, the Bedouin tribe of al-Sawālima from around Jaffa attacked the villages of Subṭāra, Bayt Dajan, al-Sāfiriya, Jindās, Lydda and Yāzūr belonging to Waqf Haseki Sultan. The village appeared as Lydda, though misplaced, on the map of Pierre Jacotin compiled in 1799. Missionary William M. Thomson visited Lydda in the mid-19th century, describing it as a "flourishing village of some 2,000 inhabitants, imbosomed in noble orchards of olive, fig, pomegranate, mulberry, sycamore, and other trees, surrounded every way by a very fertile neighbourhood. The inhabitants are evidently industrious and thriving, and the whole country between this and Ramleh is fast being filled up with their flourishing orchards. Rarely have I beheld a rural scene more delightful than this presented in early harvest ... It must be seen, heard, and enjoyed to be appreciated." In 1869, the population of Ludd was given as: 55 Catholics, 1,940 "Greeks", 5 Protestants and 4,850 Muslims. In 1870, the Church of Saint George was rebuilt. In 1892, the first railway station in the entire region was established in the city. In the second half of the 19th century, Jewish merchants migrated to the city, but left after the 1921 Jaffa riots. In 1882, the Palestine Exploration Fund's Survey of Western Palestine described Lod as "A small town, standing among enclosure of prickly pear, and having fine olive groves around it, especially to the south. The minaret of the mosque is a very conspicuous object over the whole of the plain. The inhabitants are principally Moslim, though the place is the seat of a Greek bishop resident of Jerusalem. The Crusading church has lately been restored, and is used by the Greeks. Wells are found in the gardens...." From 1918, Lydda was under the administration of the British Mandate in Palestine, as per a League of Nations decree that followed the Great War. During the Second World War, the British set up supply posts in and around Lydda and its railway station, also building an airport that was renamed Ben Gurion Airport after the death of Israel's first prime minister in 1973. At the time of the 1922 census of Palestine, Lydda had a population of 8,103 inhabitants (7,166 Muslims, 926 Christians, and 11 Jews), the Christians were 921 Orthodox, 4 Roman Catholics and 1 Melkite. This had increased by the 1931 census to 11,250 (10,002 Muslims, 1,210 Christians, 28 Jews, and 10 Bahai), in a total of 2475 residential houses. In 1938, Lydda had a population of 12,750. In 1945, Lydda had a population of 16,780 (14,910 Muslims, 1,840 Christians, 20 Jews and 10 "other"). Until 1948, Lydda was an Arab town with a population of around 20,000—18,500 Muslims and 1,500 Christians. In 1947, the United Nations proposed dividing Mandatory Palestine into two states, one Jewish state and one Arab; Lydda was to form part of the proposed Arab state. In the ensuing war, Israel captured Arab towns outside the area the UN had allotted it, including Lydda. In December 1947, thirteen Jewish passengers in a seven-car convoy to Ben Shemen Youth Village were ambushed and murdered.In a separate incident, three Jewish youths, two men and a woman were captured, then raped and murdered in a neighbouring village. Their bodies were paraded in Lydda’s principal street. The Israel Defense Forces entered Lydda on 11 July 1948. The following day, under the impression that it was under attack, the 3rd Battalion was ordered to shoot anyone "seen on the streets". According to Israel, 250 Arabs were killed. Other estimates are higher: Arab historian Aref al Aref estimated 400, and Nimr al Khatib 1,700. In 1948, the population rose to 50,000 during the Nakba, as Arab refugees fleeing other areas made their way there. A key event was the Palestinian expulsion from Lydda and Ramle, with the expulsion of 50,000-70,000 Palestinians from Lydda and Ramle by the Israel Defense Forces. All but 700 to 1,056 were expelled by order of the Israeli high command, and forced to walk 17 km (10+1⁄2 mi) to the Jordanian Arab Legion lines. Estimates of those who died from exhaustion and dehydration vary from a handful to 355. The town was subsequently sacked by the Israeli army. Some scholars, including Ilan Pappé, characterize this as ethnic cleansing. The few hundred Arabs who remained in the city were soon outnumbered by the influx of Jews who immigrated to Lod from August 1948 onward, most of them from Arab countries. As a result, Lod became a predominantly Jewish town. After the establishment of the state, the biblical name Lod was readopted. The Jewish immigrants who settled Lod came in waves, first from Morocco and Tunisia, later from Ethiopia, and then from the former Soviet Union. Since 2008, many urban development projects have been undertaken to improve the image of the city. Upscale neighbourhoods have been built, among them Ganei Ya'ar and Ahisemah, expanding the city to the east. According to a 2010 report in the Economist, a three-meter-high wall was built between Jewish and Arab neighbourhoods and construction in Jewish areas was given priority over construction in Arab neighborhoods. The newspaper says that violent crime in the Arab sector revolves mainly around family feuds over turf and honour crimes. In 2010, the Lod Community Foundation organised an event for representatives of bicultural youth movements, volunteer aid organisations, educational start-ups, businessmen, sports organizations, and conservationists working on programmes to better the city. In the 2021 Israel–Palestine crisis, a state of emergency was declared in Lod after Arab rioting led to the death of an Israeli Jew. The Mayor of Lod, Yair Revivio, urged Prime Minister of Israel Benjamin Netanyahu to deploy Israel Border Police to restore order in the city. This was the first time since 1966 that Israel had declared this kind of emergency lockdown. International media noted that both Jewish and Palestinian mobs were active in Lod, but the "crackdown came for one side" only. Demographics In the 19th century and until the Lydda Death March, Lod was an exclusively Muslim-Christian town, with an estimated 6,850 inhabitants, of whom approximately 2,000 (29%) were Christian. According to the Israel Central Bureau of Statistics (CBS), the population of Lod in 2010 was 69,500 people. According to the 2019 census, the population of Lod was 77,223, of which 53,581 people, comprising 69.4% of the city's population, were classified as "Jews and Others", and 23,642 people, comprising 30.6% as "Arab". Education According to CBS, 38 schools and 13,188 pupils are in the city. They are spread out as 26 elementary schools and 8,325 elementary school pupils, and 13 high schools and 4,863 high school pupils. About 52.5% of 12th-grade pupils were entitled to a matriculation certificate in 2001.[citation needed] Economy The airport and related industries are a major source of employment for the residents of Lod. Other important factories in the city are the communication equipment company "Talard", "Cafe-Co" - a subsidiary of the Strauss Group and "Kashev" - the computer center of Bank Leumi. A Jewish Agency Absorption Centre is also located in Lod. According to CBS figures for 2000, 23,032 people were salaried workers and 1,405 were self-employed. The mean monthly wage for a salaried worker was NIS 4,754, a real change of 2.9% over the course of 2000. Salaried men had a mean monthly wage of NIS 5,821 (a real change of 1.4%) versus NIS 3,547 for women (a real change of 4.6%). The mean income for the self-employed was NIS 4,991. About 1,275 people were receiving unemployment benefits and 7,145 were receiving an income supplement. Art and culture In 2009-2010, Dor Guez held an exhibit, Georgeopolis, at the Petach Tikva art museum that focuses on Lod. Archaeology A well-preserved mosaic floor dating to the Roman period was excavated in 1996 as part of a salvage dig conducted on behalf of the Israel Antiquities Authority and the Municipality of Lod, prior to widening HeHalutz Street. According to Jacob Fisch, executive director of the Friends of the Israel Antiquities Authority, a worker at the construction site noticed the tail of a tiger and halted work. The mosaic was initially covered over with soil at the conclusion of the excavation for lack of funds to conserve and develop the site. The mosaic is now part of the Lod Mosaic Archaeological Center. The floor, with its colorful display of birds, fish, exotic animals and merchant ships, is believed to have been commissioned by a wealthy resident of the city for his private home. The Lod Community Archaeology Program, which operates in ten Lod schools, five Jewish and five Israeli Arab, combines archaeological studies with participation in digs in Lod. Sports The city's major football club, Hapoel Bnei Lod, plays in Liga Leumit (the second division). Its home is at the Lod Municipal Stadium. The club was formed by a merger of Bnei Lod and Rakevet Lod in the 1980s. Two other clubs in the city play in the regional leagues: Hapoel MS Ortodoxim Lod in Liga Bet and Maccabi Lod in Liga Gimel. Hapoel Lod played in the top division during the 1960s and 1980s, and won the State Cup in 1984. The club folded in 2002. A new club, Hapoel Maxim Lod (named after former mayor Maxim Levy) was established soon after, but folded in 2007. Notable people Twin towns-sister cities Lod is twinned with: See also References Bibliography External links |
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Contents PlayStation (console) The PlayStation[a] (codenamed PSX, abbreviated as PS, and retroactively PS1 or PS one) is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, followed by North America on 9 September 1995, Europe on 29 September 1995, and other regions following thereafter. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn. Sony began developing the PlayStation after a failed venture with Nintendo to create a CD-ROM peripheral for the Super Nintendo Entertainment System in the early 1990s. The console was primarily designed by Ken Kutaragi and Sony Computer Entertainment in Japan, while additional development was outsourced in the United Kingdom. An emphasis on 3D polygon graphics was placed at the forefront of the console's design. PlayStation game production was designed to be streamlined and inclusive, enticing the support of many third party developers. The console proved popular for its extensive game library, popular franchises, low retail price, and aggressive youth marketing which advertised it as the preferable console for adolescents and adults. Critically acclaimed games that defined the console include Gran Turismo, Crash Bandicoot, Spyro the Dragon, Tomb Raider, Resident Evil, Metal Gear Solid, Tekken 3, and Final Fantasy VII. Sony ceased production of the PlayStation on 23 March 2006—over eleven years after it had been released, and in the same year the PlayStation 3 debuted. More than 4,000 PlayStation games were released, with cumulative sales of 962 million units. The PlayStation signaled Sony's rise to power in the video game industry. It received acclaim and sold strongly; in less than a decade, it became the first computer entertainment platform to ship over 100 million units. Its use of compact discs heralded the game industry's transition from cartridges. The PlayStation's success led to a line of successors, beginning with the PlayStation 2 in 2000. In the same year, Sony released a smaller and cheaper model, the PS one. History The PlayStation was conceived by Ken Kutaragi, a Sony executive who managed a hardware engineering division and was later dubbed "the Father of the PlayStation". Kutaragi's interest in working with video games stemmed from seeing his daughter play games on Nintendo's Famicom. Kutaragi convinced Nintendo to use his SPC-700 sound processor in the Super Nintendo Entertainment System (SNES) through a demonstration of the processor's capabilities. His willingness to work with Nintendo was derived from both his admiration of the Famicom and conviction in video game consoles becoming the main home-use entertainment systems. Although Kutaragi was nearly fired because he worked with Nintendo without Sony's knowledge, president Norio Ohga recognised the potential in Kutaragi's chip and decided to keep him as a protégé. The inception of the PlayStation dates back to a 1988 joint venture between Nintendo and Sony. Nintendo had produced floppy disk technology to complement cartridges in the form of the Family Computer Disk System, and wanted to continue this complementary storage strategy for the SNES. Since Sony was already contracted to produce the SPC-700 sound processor for the SNES, Nintendo contracted Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". The PlayStation name had already been trademarked by Yamaha, but Nobuyuki Idei liked it so much that he agreed to acquire it for an undisclosed sum rather than search for an alternative. Sony was keen to obtain a foothold in the rapidly expanding video game market. Having been the primary manufacturer of the MSX home computer format, Sony had wanted to use their experience in consumer electronics to produce their own video game hardware. Although the initial agreement between Nintendo and Sony was about producing a CD-ROM drive add-on, Sony had also planned to develop a SNES-compatible Sony-branded console. This iteration was intended to be more of a home entertainment system, playing both SNES cartridges and a new CD format named the "Super Disc", which Sony would design. Under the agreement, Sony would retain sole international rights to every Super Disc game, giving them a large degree of control despite Nintendo's leading position in the video game market. Furthermore, Sony would also be the sole benefactor of licensing related to music and film software that it had been aggressively pursuing as a secondary application. The Play Station was to be announced at the 1991 Consumer Electronics Show (CES) in Las Vegas. However, Nintendo president Hiroshi Yamauchi was wary of Sony's increasing leverage at this point and deemed the original 1988 contract unacceptable upon realising it essentially handed Sony control over all games written on the SNES CD-ROM format. Although Nintendo was dominant in the video game market, Sony possessed a superior research and development department. Wanting to protect Nintendo's existing licensing structure, Yamauchi cancelled all plans for the joint Nintendo–Sony SNES CD attachment without telling Sony. He sent Nintendo of America president Minoru Arakawa (his son-in-law) and chairman Howard Lincoln to Amsterdam to form a more favourable contract with Dutch conglomerate Philips, Sony's rival. This contract would give Nintendo total control over their licences on all Philips-produced machines. Kutaragi and Nobuyuki Idei, Sony's director of public relations at the time, learned of Nintendo's actions two days before the CES was due to begin. Kutaragi telephoned numerous contacts, including Philips, to no avail. On the first day of the CES, Sony announced their partnership with Nintendo and their new console, the Play Station. At 9 am on the next day, in what has been called "the greatest ever betrayal" in the industry, Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips and would abandon their work with Sony. Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony would develop their own console. Nintendo's contract-breaking was met with consternation in the Japanese business community, as they had broken an "unwritten law" of native companies not turning against each other in favour of foreign ones. Sony's American branch considered allying with Sega to produce a CD-ROM-based machine called the Sega Multimedia Entertainment System, but the Sega board of directors in Tokyo vetoed the idea when Sega of America CEO Tom Kalinske presented them the proposal. Kalinske recalled them saying: "That's a stupid idea, Sony doesn't know how to make hardware. They don't know how to make software either. Why would we want to do this?" Sony halted their research, but decided to develop what it had developed with Nintendo and Sega into a console based on the SNES. Despite the tumultuous events at the 1991 CES, negotiations between Nintendo and Sony were still ongoing. A deal was proposed: the Play Station would still have a port for SNES games, on the condition that it would still use Kutaragi's audio chip and that Nintendo would own the rights and receive the bulk of the profits. Roughly two hundred prototype machines were created, and some software entered development. Many within Sony were still opposed to their involvement in the video game industry, with some resenting Kutaragi for jeopardising the company. Kutaragi remained adamant that Sony not retreat from the growing industry and that a deal with Nintendo would never work. Knowing that they had to take decisive action, Sony severed all ties with Nintendo on 4 May 1992. To determine the fate of the PlayStation project, Ohga chaired a meeting in June 1992, consisting of Kutaragi and several senior Sony board members. Kutaragi unveiled a proprietary CD-ROM-based system he had been secretly working on which played games with immersive 3D graphics. Kutaragi was confident that his LSI chip could accommodate one million logic gates, which exceeded the capabilities of Sony's semiconductor division at the time. Despite gaining Ohga's enthusiasm, there remained opposition from a majority present at the meeting. Older Sony executives also opposed it, who saw Nintendo and Sega as "toy" manufacturers. The opposers felt the game industry was too culturally offbeat and asserted that Sony should remain a central player in the audiovisual industry, where companies were familiar with one another and could conduct "civili[s]ed" business negotiations. After Kutaragi reminded him of the humiliation he suffered from Nintendo, Ohga retained the project and became one of Kutaragi's most staunch supporters. Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to Sony Music Entertainment Japan (SMEJ), a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the MMCD development project. The involvement of SMEJ proved crucial to the PlayStation's early development as the process of manufacturing games on CD-ROM format was similar to that used for audio CDs, with which Sony's music division had considerable experience. While at SMEJ, Kutaragi worked with Epic/Sony Records founder Shigeo Maruyama and Akira Sato; both later became vice-presidents of the division that ran the PlayStation business. Sony Computer Entertainment (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry. On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation. According to Maruyama, there was uncertainty over whether the console should primarily focus on 2D, sprite-based graphics or 3D polygon graphics. After Sony witnessed the success of Sega's Virtua Fighter (1993) in Japanese arcades, the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus. SCE president Teruhisa Tokunaka expressed gratitude for Sega's timely release of Virtua Fighter as it proved "just at the right time" that making games with 3D imagery was possible. Maruyama claimed that Sony further wanted to emphasise the new console's ability to utilise redbook audio from the CD-ROM format in its games alongside high quality visuals and gameplay. Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation the "PlayStation X" (PSX). Sony formed their European division and North American division, known as Sony Computer Entertainment Europe (SCEE) and Sony Computer Entertainment America (SCEA), in January and May 1995. The divisions planned to market the new console under the alternative branding "PSX" following the negative feedback regarding "PlayStation" in focus group studies. Early advertising prior to the console's launch in North America referenced PSX, but the term was scrapped before launch. The console was not marketed with Sony's name in contrast to Nintendo's consoles. According to Phil Harrison, much of Sony's upper management feared that the Sony brand would be tarnished if associated with the console, which they considered a "toy". Since Sony had no experience in game development, it had to rely on the support of third-party game developers. This was in contrast to Sega and Nintendo, which had versatile and well-equipped in-house software divisions for their arcade games and could easily port successful games to their home consoles. Recent consoles like the Atari Jaguar and 3DO suffered low sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers. A team from Epic Sony visited more than a hundred companies throughout Japan in May 1993 in hopes of attracting game creators with the PlayStation's technological appeal. Sony found that many disliked Nintendo's practices, such as favouring their own games over others. Through a series of negotiations, Sony acquired initial support from Namco, Konami, and Williams Entertainment, as well as 250 other development teams in Japan alone. Namco in particular was interested in developing for PlayStation since Namco rivalled Sega in the arcade market. Attaining these companies secured influential games such as Ridge Racer (1993) and Mortal Kombat 3 (1995), Ridge Racer being one of the most popular arcade games at the time, and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993, despite Namco being a longstanding Nintendo developer. Namco's research managing director Shegeichi Nakamura met with Kutaragi in 1993 to discuss the preliminary PlayStation specifications, with Namco subsequently basing the Namco System 11 arcade board on PlayStation hardware and developing Tekken to compete with Virtua Fighter. The System 11 launched in arcades several months before the PlayStation's release, with the arcade release of Tekken in September 1994. Despite securing the support of various Japanese studios, Sony had no developers of their own by the time the PlayStation was in development. This changed in 1993 when Sony acquired the Liverpudlian company Psygnosis (later renamed SCE Liverpool) for US$48 million, securing their first in-house development team. The acquisition meant that Sony could have more launch games ready for the PlayStation's release in Europe and North America. Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and recalled that the console "was not fit for purpose" until his team got involved with it. Hetherington frequently clashed with Sony executives over broader ideas; at one point it was suggested that a television with a built-in PlayStation be produced. In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on games and assisting with software development. The purchase of Psygnosis marked another turning point for the PlayStation as it played a vital role in creating the console's development kits. While Sony had provided MIPS R4000-based Sony NEWS workstations for PlayStation development, Psygnosis employees disliked the thought of developing on these expensive workstations and asked Bristol-based SN Systems to create an alternative PC-based development system. Andy Beveridge and Martin Day, owners of SN Systems, had previously supplied development hardware for other consoles such as the Mega Drive, Atari ST, and the SNES. When Psygnosis arranged an audience for SN Systems with Sony's Japanese executives at the January 1994 CES in Las Vegas, Beveridge and Day presented their prototype of the condensed development kit, which could run on an ordinary personal computer with two extension boards. Impressed, Sony decided to abandon their plans for a workstation-based development system in favour of SN Systems's, thus securing a cheaper and more efficient method for designing software. An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an assembler, linker, and a debugger. SN Systems produced development kits for future PlayStation systems, including the PlayStation 2 and was bought out by Sony in 2005. Sony strived to make game production as streamlined and inclusive as possible, in contrast to the relatively isolated approach of Sega and Nintendo. Phil Harrison, representative director of SCEE, believed that Sony's emphasis on developer assistance reduced most time-consuming aspects of development. As well as providing programming libraries, SCE headquarters in London, California, and Tokyo housed technical support teams that could work closely with third-party developers if needed. Sony did not favour their own over non-Sony products, unlike Nintendo; Peter Molyneux of Bullfrog Productions admired Sony's open-handed approach to software developers and lauded their decision to use PCs as a development platform, remarking that "[it was] like being released from jail in terms of the freedom you have". Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format instead of traditional cartridges. Nintendo cartridges were expensive to manufacture, and the company controlled all production, prioritising their own games, while inexpensive compact disc manufacturing occurred at dozens of locations around the world. The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language C proved useful, as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions. Despite the inherent flexibility, some developers found themselves restricted due to the console's lack of RAM. While working on beta builds of the PlayStation, Molyneux observed that its MIPS processor was not "quite as bullish" compared to that of a fast PC and said that it took his team two weeks to port their PC code to the PlayStation development kits and another fortnight to achieve a four-fold speed increase. An engineer from Ocean Software, one of Europe's largest game developers at the time, thought that allocating RAM was a challenging aspect given the 3.5 megabyte restriction. Kutaragi said that while it would have been easy to double the amount of RAM for the PlayStation, the development team refrained from doing so to keep the retail cost down. Kutaragi saw the biggest challenge in developing the system to be balancing the conflicting goals of high performance, low cost, and being easy to program for, and felt he and his team were successful in this regard. Its technical specifications were finalised in 1993 and its design during 1994. The PlayStation name and its final design were confirmed during a press conference on May 10, 1994, although the price and release dates had not been disclosed yet. Sony released the PlayStation in Japan on 3 December 1994, a week after the release of the Sega Saturn, at a price of ¥39,800. Sales in Japan began with a "stunning" success with long queues in shops. Ohga later recalled that he realised how important PlayStation had become for Sony when friends and relatives begged for consoles for their children. PlayStation sold 100,000 units on the first day and two million units within six months, although the Saturn outsold the PlayStation in the first few weeks due to the success of Virtua Fighter. By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units. A grey market emerged for PlayStations shipped from Japan to North America and Europe, with buyers of such consoles paying up to £700. "When September 1995 arrived and Sony's Playstation roared out of the gate, things immediately felt different than [sic] they did with the Saturn launch earlier that year. Sega dropped the Saturn $100 to match the Playstation's $299 debut price, but sales weren't even close—Playstations flew out the door as fast as we could get them in stock. Before the release in North America, Sega and Sony presented their consoles at the first Electronic Entertainment Expo (E3) in Los Angeles on 11 May 1995. At their keynote presentation, Sega of America CEO Tom Kalinske revealed that their Saturn console would be released immediately to select retailers at a price of $399. Next came Sony's turn: Olaf Olafsson, the head of SCEA, summoned Steve Race, the head of development, to the conference stage, who said "$299" and left the audience with a round of applause. The attention to the Sony conference was further bolstered by the surprise appearance of Michael Jackson and the showcase of highly anticipated games, including Wipeout (1995), Ridge Racer and Tekken (1994). In addition, Sony announced that no games would be bundled with the console. Although the Saturn had released early in the United States to gain an advantage over the PlayStation, the surprise launch upset many retailers who were not informed in time, harming sales. Some retailers such as KB Toys responded by dropping the Saturn entirely. The PlayStation went on sale in North America on 9 September 1995. It sold more units within two days than the Saturn had in five months, with almost all of the initial shipment of 100,000 units sold in advance and shops across the country running out of consoles and accessories. The well-received Ridge Racer contributed to the PlayStation's early success, — with some critics considering it superior to Sega's arcade counterpart Daytona USA (1994) — as did Battle Arena Toshinden (1995). There were over 100,000 pre-orders placed and 17 games available on the market by the time of the PlayStation's American launch, in comparison to the Saturn's six launch games. The PlayStation released in Europe on 29 September 1995 and in Australia on 15 November 1995. By November it had already outsold the Saturn by three to one in the United Kingdom, where Sony had allocated a £20 million marketing budget during the Christmas season compared to Sega's £4 million. Sony found early success in the United Kingdom by securing listings with independent shop owners as well as prominent High Street chains such as Comet and Argos. Within its first year, the PlayStation secured over 20% of the entire American video game market. From September to the end of 1995, sales in the United States amounted to 800,000 units, giving the PlayStation a commanding lead over the other fifth-generation consoles,[b] though the SNES and Mega Drive from the fourth generation still outsold it. Sony reported that the attach rate of sold games and consoles was four to one. To meet increasing demand, Sony chartered jumbo jets and ramped up production in Europe and North America. By early 1996, the PlayStation had grossed $2 billion (equivalent to $4.106 billion 2025) from worldwide hardware and software sales. By late 1996, sales in Europe totalled 2.2 million units, including 700,000 in the UK. Approximately 400 PlayStation games were in development, compared to around 200 games being developed for the Saturn and 60 for the Nintendo 64. In India, the PlayStation was launched in test market during 1999–2000 across Sony showrooms, selling 100 units. Sony finally launched the console (PS One model) countrywide on 24 January 2002 with the price of Rs 7,990 and 26 games available from start. PlayStation was also doing well in markets where it was never officially released. For example, in Brazil, due to the registration of the trademark by a third company, the console could not be released, which was why the market was taken over by the officially distributed Sega Saturn during the first period, but as the Sega console withdraws, PlayStation imports and large piracy increased. In another market, China, the most popular 32-bit console was Sega Saturn, but after leaving the market, PlayStation grown with a base of 300,000 users until January 2000, although Sony China did not have plans to release it. The PlayStation was backed by a successful marketing campaign, allowing Sony to gain an early foothold in Europe and North America. Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop. While the Saturn was positioned towards 18- to 34-year-olds, the PlayStation was initially marketed exclusively towards teenagers. Executives from both Sony and Sega reasoned that because younger players typically looked up to older, more experienced players, advertising targeted at teens and adults would draw them in too. Additionally, Sony found that adults reacted best to advertising aimed at teenagers; Lee Clow surmised that people who started to grow into adulthood regressed and became "17 again" when they played video games. The console was marketed with advertising slogans stylised as "LIVE IN YUR WRLD. PLY IN URS" (Live in Your World. Play in Ours.) and "U R NOT E" (red E). The four geometric shapes were derived from the symbols for the four buttons on the controller. Clow thought that by invoking such provocative statements, gamers would respond to the contrary and say "'Bullshit. Let me show you how ready I am.'" As the console's appeal enlarged, Sony's marketing efforts broadened from their earlier focus on mature players to specifically target younger children as well. Shortly after the PlayStation's release in Europe, Sony tasked marketing manager Geoff Glendenning with assessing the desires of a new target audience. Sceptical over Nintendo and Sega's reliance on television campaigns, Glendenning theorised that young adults transitioning from fourth-generation consoles would feel neglected by marketing directed at children and teenagers. Recognising the influence early 1990s underground clubbing and rave culture had on young people, especially in the United Kingdom, Glendenning felt that the culture had become mainstream enough to help cultivate PlayStation's emerging identity. Sony partnered with prominent nightclub owners such as Ministry of Sound and festival promoters to organise dedicated PlayStation areas where demonstrations of select games could be tested. Sheffield-based graphic design studio The Designers Republic was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience. Psygnosis' Wipeout in particular became associated with nightclub culture as it was widely featured in venues. By 1997, there were 52 nightclubs in the United Kingdom with dedicated PlayStation rooms. Glendenning recalled that he had discreetly used at least £100,000 a year in slush fund money to invest in impromptu marketing. In 1996, Sony expanded their CD production facilities in the United States due to the high demand for PlayStation games, increasing their monthly output from 4 million discs to 6.5 million discs. This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and its lead dramatically increased when both consoles dropped in price to $199 that year. The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996, with 2.2 million consoles sold in the region by the end of the year. Sales figures for PlayStation hardware and software only increased following the launch of the Nintendo 64. Tokunaka speculated that the Nintendo 64 launch had actually helped PlayStation sales by raising public awareness of the gaming market through Nintendo's added marketing efforts. Despite this, the PlayStation took longer to achieve dominance in Japan. Tokunaka said that, even after the PlayStation and Saturn had been on the market for nearly two years, the competition between them was still "very close", and neither console had led in sales for any meaningful length of time. By 1998, Sega, encouraged by their declining market share and significant financial losses, launched the Dreamcast as a last-ditch attempt to stay in the industry. Although its launch was successful, the technically superior 128-bit console was unable to subdue Sony's dominance in the industry. Sony still held 60% of the overall video game market share in North America at the end of 1999. Sega's initial confidence in their new console was undermined when Japanese sales were lower than expected, with disgruntled Japanese consumers reportedly returning their Dreamcasts in exchange for PlayStation software. On 2 March 1999, Sony officially revealed details of the PlayStation 2, which Kutaragi announced would feature a graphics processor designed to push more raw polygons than any console in history, effectively rivalling most supercomputers. The PlayStation continued to sell strongly at the turn of the new millennium: in June 2000, Sony released the PSOne, a smaller, redesigned variant which went on to outsell all other consoles in that year, including the PlayStation 2. In 2005, PlayStation became the first console to ship 100 million units with the PlayStation 2 later achieving this faster than its predecessor. The combined successes of both PlayStation consoles led to Sega retiring the Dreamcast in 2001, and abandoning the console business entirely. The PlayStation was eventually discontinued on 23 March 2006—over eleven years after its release, and less than a year before the debut of the PlayStation 3. Hardware The main microprocessor is a R3000 CPU made by LSI Logic operating at a clock rate of 33.8688 MHz and 30 MIPS. This 32-bit CPU relies heavily on the "cop2" 3D and matrix math coprocessor on the same die to provide the necessary speed to render complex 3D graphics. The role of the separate GPU chip is to draw 2D polygons and apply shading and textures to them: the rasterisation stage of the graphics pipeline. Sony's custom 16-bit sound chip supports ADPCM sources with up to 24 sound channels and offers a sampling rate of up to 44.1 kHz and music sequencing. It features 2 MB of main RAM, with an additional 1 MB of video RAM. The PlayStation has a maximum colour depth of 16.7 million true colours with 32 levels of transparency and unlimited colour look-up tables. The PlayStation can output composite, S-Video or RGB video signals through its AV Multi connector (with older models also having RCA connectors for composite), displaying resolutions from 256×224 to 640×480 pixels. Different games can use different resolutions. Earlier models also had proprietary parallel and serial ports that could be used to connect accessories or multiple consoles together; these were later removed due to a lack of usage. The PlayStation uses a proprietary video compression unit, MDEC, which is integrated into the CPU and allows for the presentation of full motion video at a higher quality than other consoles of its generation. Unusual for the time, the PlayStation lacks a dedicated 2D graphics processor; 2D elements are instead calculated as polygons by the Geometry Transfer Engine (GTE) so that they can be processed and displayed on screen by the GPU. While running, the GPU can also generate a total of 4,000 sprites and 180,000 polygons per second, in addition to 360,000 per second flat-shaded. The PlayStation went through a number of variants during its production run. Externally, the most notable change was the gradual reduction in the number of external connectors from the rear of the unit. This started with the original Japanese launch units; the SCPH-1000, released on 3 December 1994, was the only model that had an S-Video port, as it was removed from the next model. Subsequent models saw a reduction in number of parallel ports, with the final version only retaining one serial port. Sony marketed a development kit for amateur developers known as the Net Yaroze (meaning "Let's do it together" in Japanese). It was launched in June 1996 in Japan, and following public interest, was released the next year in other countries. The Net Yaroze allowed hobbyists to create their own games and upload them via an online forum run by Sony. The console was only available to buy through an ordering service and with the necessary documentation and software to program PlayStation games and applications through C programming compilers. On 7 July 2000, Sony released the PS One (stylised as "PS one" or "PSone"), a smaller, redesigned version of the original PlayStation. It was the highest-selling console through the end of the year, outselling all other consoles—including the PlayStation 2. In 2002, Sony released a 5-inch (130 mm) LCD screen add-on for the PS One, referred to as the "Combo pack". It also included a car cigarette lighter adaptor adding an extra layer of portability. Production of the LCD "Combo Pack" ceased in 2004, when the popularity of the PlayStation began to wane in markets outside Japan. A total of 28.15 million PS One units had been sold by the time it was discontinued in March 2006. Three iterations of the PlayStation's controller were released over the console's lifespan. The first controller, the PlayStation controller, was released alongside the PlayStation in December 1994. It features four individual directional buttons (as opposed to a conventional D-pad), a pair of shoulder buttons on both sides, Start and Select buttons in the centre, and four face buttons consisting of simple geometric shapes: a green triangle, red circle, blue cross, and a pink square (, , , ). Rather than depicting traditionally used letters or numbers onto its buttons, the PlayStation controller established a trademark which would be incorporated heavily into the PlayStation brand. Teiyu Goto, the designer of the original PlayStation controller, said that the circle and cross represent "yes" and "no", respectively (though this layout is reversed in Western versions); the triangle symbolises a point of view and the square is equated to a sheet of paper to be used to access menus. The European and North American models of the original PlayStation controllers are roughly 10% larger than its Japanese variant, to account for the fact the average person in those regions has larger hands than the average Japanese person. Sony's first analogue gamepad, the PlayStation Analog Joystick (often erroneously referred to as the "Sony Flightstick"), was first released in Japan in April 1996. Featuring two parallel joysticks, it uses potentiometer technology previously used on consoles such as the Vectrex; instead of relying on binary eight-way switches, the controller detects minute angular changes through the entire range of motion. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. The Analog Joystick sold poorly in Japan due to its high cost and cumbersome size. The increasing popularity of 3D games prompted Sony to add analogue sticks to its controller design to give users more freedom over their movements in virtual 3D environments. The first official analogue controller, the Dual Analog Controller, was revealed to the public in a small glass booth at the 1996 PlayStation Expo in Japan, and released in April 1997 to coincide with the Japanese releases of analogue-capable games Tobal 2 and Bushido Blade. In addition to the two analogue sticks (which also introduced two new buttons mapped to clicking in the analogue sticks), the Dual Analog controller features an "Analog" button and LED beneath the "Start" and "Select" buttons which toggles analogue functionality on or off. The controller also features rumble support, though Sony decided that haptic feedback would be removed from all overseas iterations before the United States release. A Sony spokesman stated that the feature was removed for "manufacturing reasons", although rumours circulated that Nintendo had attempted to legally block the release of the controller outside Japan due to similarities with the Nintendo 64 controller's Rumble Pak. However, a Nintendo spokesman denied that Nintendo took legal action. Next Generation's Chris Charla theorised that Sony dropped vibration feedback to keep the price of the controller down. In November 1997, Sony introduced the DualShock controller. Its name derives from its use of two (dual) vibration motors (shock). Unlike its predecessor, its analogue sticks feature textured rubber grips, longer handles, slightly different shoulder buttons and has rumble feedback included as standard on all versions. The DualShock later replaced its predecessors as the default controller. Sony released a series of peripherals to add extra layers of functionality to the PlayStation. Such peripherals include memory cards, the PlayStation Mouse, the PlayStation Link Cable, the Multiplayer Adapter (a four-player multitap), the Memory Drive (a disk drive for 3.5-inch floppy disks), the GunCon (a light gun), and the Glasstron (a monoscopic head-mounted display). Released exclusively in Japan, the PocketStation is a memory card peripheral which acts as a miniature personal digital assistant. The device features a monochrome liquid crystal display (LCD), infrared communication capability, a real-time clock, built-in flash memory, and sound capability. Sharing similarities with the Dreamcast's VMU peripheral, the PocketStation was typically distributed with certain PlayStation games, enhancing them with added features. The PocketStation proved popular in Japan, selling over five million units. Sony planned to release the peripheral outside Japan but the release was cancelled, despite receiving promotion in Europe and North America. In addition to playing games, most PlayStation models are equipped to play CD-Audio. The Asian model SCPH-5903 can also play Video CDs. Like most CD players, the PlayStation can play songs in a programmed order, shuffle the playback order of the disc and repeat one song or the entire disc. Later PlayStation models use a music visualisation function called SoundScope. This function, as well as a memory card manager, is accessed by starting the console without either inserting a game or closing the CD tray, thereby accessing a graphical user interface (GUI) for the PlayStation BIOS. The GUI for the PS One and PlayStation differ depending on the firmware version: the original PlayStation GUI had a dark blue background with rainbow graffiti used as buttons, while the early PAL PlayStation and PS One GUI had a grey blocked background with two icons in the middle. PlayStation emulation is versatile and can be run on numerous modern devices. Bleem! was a commercial emulator which was released for IBM-compatible PCs and the Dreamcast in 1999. It was notable for being aggressively marketed during the PlayStation's lifetime, and was the centre of multiple controversial lawsuits filed by Sony. Bleem! was programmed in assembly language, which allowed it to emulate PlayStation games with improved visual fidelity, enhanced resolutions, and filtered textures that was not possible on original hardware. Sony sued Bleem! two days after its release, citing copyright infringement and accusing the company of engaging in unfair competition and patent infringement by allowing use of PlayStation BIOSs on a Sega console. Bleem! were subsequently forced to shut down in November 2001. Sony was aware that using CDs for game distribution could have left games vulnerable to piracy, due to the growing popularity of CD-R and optical disc drives with burning capability. To preclude illegal copying, a proprietary process for PlayStation disc manufacturing was developed that, in conjunction with an augmented optical drive in Tiger H/E assembly, prevented burned copies of games from booting on an unmodified console. Specifically, all genuine PlayStation discs were printed with a small section of deliberate irregular data, which the PlayStation's optical pick-up was capable of detecting and decoding. Consoles would not boot game discs without a specific wobble frequency contained in the data of the disc pregap sector (the same system was also used to encode discs' regional lockouts). This signal was within Red Book CD tolerances, so PlayStation discs' actual content could still be read by a conventional disc drive; however, the disc drive could not detect the wobble frequency (therefore duplicating the discs omitting it), since the laser pick-up system of any optical disc drive would interpret this wobble as an oscillation of the disc surface and compensate for it in the reading process. Early PlayStations, particularly early 1000 models, experience skipping full-motion video or physical "ticking" noises from the unit. The problems stem from poorly placed vents leading to overheating in some environments, causing the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly. The solution is to sit the console on a surface which dissipates heat efficiently in a well vented area or raise the unit up slightly from its resting surface. Sony representatives also recommended unplugging the PlayStation when it is not in use, as the system draws in a small amount of power (and therefore heat) even when turned off. The first batch of PlayStations use a KSM-440AAM laser unit, whose case and movable parts are all built out of plastic. Over time, the plastic lens sled rail wears out—usually unevenly—due to friction. The placement of the laser unit close to the power supply accelerates wear, due to the additional heat, which makes the plastic more vulnerable to friction. Eventually, one side of the lens sled will become so worn that the laser can tilt, no longer pointing directly at the CD; after this, games will no longer load due to data read errors. Sony fixed the problem by making the sled out of die-cast metal and placing the laser unit further away from the power supply on later PlayStation models. Due to an engineering oversight, the PlayStation does not produce a proper signal on several older models of televisions, causing the display to flicker or bounce around the screen. Sony decided not to change the console design, since only a small percentage of PlayStation owners used such televisions, and instead gave consumers the option of sending their PlayStation unit to a Sony service centre to have an official modchip installed, allowing play on older televisions. Game library The PlayStation featured a diverse game library which grew to appeal to all types of players. Critically acclaimed PlayStation games included Final Fantasy VII (1997), Crash Bandicoot (1996), Spyro the Dragon (1998), Metal Gear Solid (1998), all of which became established franchises. Final Fantasy VII is credited with allowing role-playing games to gain mass-market appeal outside Japan, and is considered one of the most influential and greatest video games ever made. The PlayStation's bestselling game is Gran Turismo (1997), which sold 10.85 million units. After the PlayStation's discontinuation in 2006, the cumulative software shipment was 962 million units. Following its 1994 launch in Japan, early games included Ridge Racer, Crime Crackers, King's Field, Motor Toon Grand Prix, Toh Shin Den (i.e. Battle Arena Toshinden), and Kileak: The Blood. The first two games available at its later North American launch were Jumping Flash! (1995) and Ridge Racer, with Jumping Flash! heralded as an ancestor for 3D graphics in console gaming. Wipeout, Air Combat, Twisted Metal, Warhawk and Destruction Derby were among the popular first-year games, and the first to be reissued as part of Sony's Greatest Hits or Platinum range. At the time of the PlayStation's first Christmas season, Psygnosis had produced around 70% of its launch catalogue; their breakthrough racing game Wipeout was acclaimed for its techno soundtrack and helped raise awareness of Britain's underground music community. Eidos Interactive's action-adventure game Tomb Raider contributed substantially to the success of the console in 1996, with its main protagonist Lara Croft becoming an early gaming icon and garnering unprecedented media promotion. Licensed tie-in video games of popular films were also prevalent; Argonaut Games' 2001 adaptation of Harry Potter and the Philosopher's Stone went on to sell over eight million copies late in the console's lifespan. Third-party developers committed largely to the console's wide-ranging game catalogue even after the launch of the PlayStation 2; some of the notable exclusives in this era include Harry Potter and the Philosopher's Stone, Fear Effect 2: Retro Helix, Syphon Filter 3, C-12: Final Resistance, Dance Dance Revolution Konamix and Digimon World 3.[c] Sony assisted with game reprints as late as 2008 with Metal Gear Solid: The Essential Collection, this being the last PlayStation game officially released and licensed by Sony. Initially, in the United States, PlayStation games were packaged in long cardboard boxes, similar to non-Japanese 3DO and Saturn games. Sony later switched to the jewel case format typically used for audio CDs and Japanese video games, as this format took up less retailer shelf space (which was at a premium due to the large number of PlayStation games being released), and focus testing showed that most consumers preferred this format. Reception The PlayStation was mostly well received upon release. Critics in the west generally welcomed the new console; the staff of Next Generation reviewed the PlayStation a few weeks after its North American launch, where they commented that, while the CPU is "fairly average", the supplementary custom hardware, such as the GPU and sound processor, is stunningly powerful. They praised the PlayStation's focus on 3D, and complemented the comfort of its controller and the convenience of its memory cards. Giving the system 41⁄2 out of 5 stars, they concluded, "To succeed in this extremely cut-throat market, you need a combination of great hardware, great games, and great marketing. Whether by skill, luck, or just deep pockets, Sony has scored three out of three in the first salvo of this war." Albert Kim from Entertainment Weekly praised the PlayStation as a technological marvel, rivalling that of Sega and Nintendo. Famicom Tsūshin scored the console a 19 out of 40, lower than the Saturn's 24 out of 40, in May 1995. In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the PlayStation scores of 9.5, 8.5, 9.0, 9.0, and 9.5—for all five editors, the highest score they gave to any of the five consoles reviewed in the issue. They lauded the breadth and quality of the games library, saying it had vastly improved over previous years due to developers mastering the system's capabilities in addition to Sony revising their stance on 2D and role playing games. They also complimented the low price point of the games compared to the Nintendo 64's, and noted that it was the only console on the market that could be relied upon to deliver a solid stream of games for the coming year, primarily due to third party developers almost unanimously favouring it over its competitors. Legacy SCE was an upstart in the video game industry in late 1994, as the video game market in the early 1990s was dominated by Nintendo and Sega. Nintendo had been the clear leader in the industry since the introduction of the Nintendo Entertainment System in 1985 and the Nintendo 64 was initially expected to maintain this position. The PlayStation's target audience included the generation which was the first to grow up with mainstream video games, along with 18- to 29-year-olds who were not the primary focus of Nintendo. By the late 1990s, Sony became a highly regarded console brand due to the PlayStation, with a significant lead over second-place Nintendo, while Sega was relegated to a distant third. The PlayStation became the first "computer entertainment platform" to ship over 100 million units worldwide, with many critics attributing the console's success to third-party developers. It remains the sixth best-selling console of all time as of 2025[update], with a total of 102.49 million units sold. Around 7,900 individual games were published for the console during its 11-year life span, the second-most games ever produced for a console. Its success resulted in a significant financial boon for Sony as profits from their video game division contributed to 23%. Sony's next-generation PlayStation 2, which is backward compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The PlayStation's lead in installed base and developer support paved the way for the success of its successor, which overcame the earlier launch of the Sega's Dreamcast and then fended off competition from Microsoft's newcomer Xbox and Nintendo's GameCube. The PlayStation 2's immense success and failure of the Dreamcast were among the main factors which led to Sega abandoning the console market. To date, five PlayStation home consoles have been released, which have continued the same numbering scheme, as well as two portable systems. The PlayStation 3 also maintained backward compatibility with original PlayStation discs. Hundreds of PlayStation games have been digitally re-released on the PlayStation Portable, PlayStation 3, PlayStation Vita, PlayStation 4, and PlayStation 5. The PlayStation has often ranked among the best video game consoles. In 2018, Retro Gamer named it the third best console, crediting its sophisticated 3D capabilities as one of its key factors in gaining mass success, and lauding it as a "game-changer in every sense possible". In 2009, IGN ranked the PlayStation the seventh best console in their list, noting its appeal towards older audiences to be a crucial factor in propelling the video game industry, as well as its assistance in transitioning game industry to use the CD-ROM format. Keith Stuart from The Guardian likewise named it as the seventh best console in 2020, declaring that its success was so profound it "ruled the 1990s". In January 2025, Lorentio Brodesco announced the nsOne project, attempting to reverse engineer PlayStation's motherboard. Brodesco stated that "detailed documentation on the original motherboard was either incomplete or entirely unavailable". The project was successfully crowdfunded via Kickstarter. In June, Brodesco manufactured the first working motherboard, promising to bring a fully rooted version with multilayer routing as well as documentation and design files in the near future. The success of the PlayStation contributed to the demise of cartridge-based home consoles. While not the first system to use an optical disc format, it was the first highly successful one, and ended up going head-to-head with the proprietary cartridge-relying Nintendo 64,[d] which the industry had expected to use CDs like PlayStation. After the demise of the Sega Saturn, Nintendo was left as Sony's main competitor in Western markets. Nintendo chose not to use CDs for the Nintendo 64; they were likely concerned with the proprietary cartridge format's ability to help enforce copy protection, given their substantial reliance on licensing and exclusive games for their revenue. Besides their larger capacity, CD-ROMs could be produced in bulk quantities at a much faster rate than ROM cartridges, a week compared to two to three months. Further, the cost of production per unit was far cheaper, allowing Sony to offer games about 40% lower cost to the user compared to ROM cartridges while still making the same amount of net revenue. In Japan, Sony published fewer copies of a wide variety of games for the PlayStation as a risk-limiting step, a model that had been used by Sony Music for CD audio discs. The production flexibility of CD-ROMs meant that Sony could produce larger volumes of popular games to get onto the market quickly, something that could not be done with cartridges due to their manufacturing lead time. The lower production costs of CD-ROMs also allowed publishers an additional source of profit: budget-priced reissues of games which had already recouped their development costs. Tokunaka remarked in 1996: Choosing CD-ROM is one of the most important decisions that we made. As I'm sure you understand, PlayStation could just as easily have worked with masked ROM [cartridges]. The 3D engine and everything—the whole PlayStation format—is independent of the media. But for various reasons (including the economies for the consumer, the ease of the manufacturing, inventory control for the trade, and also the software publishers) we deduced that CD-ROM would be the best media for PlayStation. The increasing complexity of developing games pushed cartridges to their storage limits and gradually discouraged some third-party developers. Part of the CD format's appeal to publishers was that they could be produced at a significantly lower cost and offered more production flexibility to meet demand. As a result, some third-party developers switched to the PlayStation, including Square and Enix, whose Final Fantasy VII and Dragon Quest VII respectively had been planned for the Nintendo 64 (both companies later merged to form Square Enix). Other developers released fewer games for the Nintendo 64 (Konami, releasing only thirteen N64 games but over fifty on the PlayStation). Nintendo 64 game releases were less frequent than the PlayStation's, with many being developed by either Nintendo themselves or second-parties such as Rare. The PlayStation Classic is a dedicated video game console made by Sony Interactive Entertainment that emulates PlayStation games. It was announced in September 2018 at the Tokyo Game Show, and released on 3 December 2018, the 24th anniversary of the release of the original console. As a dedicated console, the PlayStation Classic features 20 pre-installed games; the games run off the open source emulator PCSX. The console is bundled with two replica wired PlayStation controllers (those without analogue sticks), an HDMI cable, and a USB-Type A cable. Internally, the console uses a MediaTek MT8167a Quad A35 system on a chip with four central processing cores clocked at @ 1.5 GHz and a Power VR GE8300 graphics processing unit. It includes 16 GB of eMMC flash storage and 1 Gigabyte of DDR3 SDRAM. The PlayStation Classic is 45% smaller than the original console. The PlayStation Classic received negative reviews from critics and was compared unfavorably to Nintendo's rival Nintendo Entertainment System Classic Edition and Super Nintendo Entertainment System Classic Edition. Criticism was directed at its meagre game library, user interface, emulation quality, use of PAL versions for certain games, use of the original controller, and high retail price, though the console's design received praise. The console sold poorly. See also Notes References |
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[SOURCE: https://en.wikipedia.org/wiki/Starbase,_Texas] | [TOKENS: 1778] |
Contents Starbase, Texas Starbase, formerly Boca Chica Village or Kopernik Shores, is a city in Cameron County, Texas, United States, near the mouth of the Rio Grande. It lies 20 miles (32 km) east of the City of Brownsville on the Boca Chica peninsula, and forms part of the Brownsville–Harlingen–Raymondville and the Matamoros–Brownsville metropolitan areas. It is situated on State Highway 4, (SH 4, Boca Chica Boulevard), immediately south of the South Bay lagoon, and is located about 2 mi (3.2 km) north of the mouth of the Rio Grande. The population was 500 as of 2025. The town was initially formed in the late 1960s, and has changed greatly since 2018 as SpaceX came to purchase many of the properties in the village. Numerous construction projects are underway including a community center, school, clinic, and additional housing. In 2014, the village was chosen as the location for the construction of a control facility for the SpaceX South Texas launch site, while the launch site itself was slated to be built just 2 miles (3.2 km) farther east, adjacent to Boca Chica State Park on the Texas Gulf Coast. Flight testing—and even more frequent ground testing—of prototype rocket vehicles and rocket engines began in 2019 and have continued into 2025. In March 2021, SpaceX CEO Elon Musk announced plans to incorporate a new city to be called Starbase in the area. The city was planned to include the existing Boca Chica Village, the SpaceX test site and launch site, and more of the surrounding Boca Chica area. SpaceX submitted a petition in 2024 to Cameron County to formally incorporate the city of Starbase, which voters approved on May 3, 2025, through a municipal ballot measure. Formal incorporation occurred on May 20, 2025, with Bobby Peden, a SpaceX vice-president, serving as mayor. Peden ran unopposed, as did two other residents with SpaceX ties who fill the two commissioner seats. History In 1967, the settlement was founded as Kennedy Shores by John Caputa, a Chicagoan property developer, and was initially aimed at working-class Polish migrants. After building a community of about 30 ranch-style houses, the settlement was devastated by Hurricane Beulah later in 1967, which destroyed the restaurant and public utility systems. Electricity was restored, but many of the homes did not have potable water even decades later. In 1975, local resident Stanley Piotrowicz was voted in as town "mayor"; he renamed the village Kopernik Shores after Nicolaus Copernicus, and attempted to have the village recognized as an incorporated community, but this was denied by the state government. In 1990 and 2000, the population was 26 people. Although the name Kopernik Shores is no longer in popular use, it was still used occasionally in official contexts per the U.S. Board on Geographic Names as late as 2025. As of 2008, only six people were permanent residents of the village, which was dubbed a "ghost town". In 2012, private space exploration company SpaceX named the Boca Chica area as a possible location for the construction of their future private commercial launch site. SpaceX started buying land in Boca Chica in 2012. In August 2014, SpaceX announced that they had selected the Boca Chica area as the location for their South Texas Launch Site, and that their "control center" would be within the village itself, while the launch complex would be located two miles (3.2 km) to the east. Limited construction began that year, and more extensive construction activities began around 2018.[citation needed] Flight testing of the SpaceX Starship with a newly designed Raptor rocket engine began in 2019 and has continued into 2021. With the village only a few miles from the test site Cameron County officials—following launch test permitting requirements set by the US regulatory authority, the FAA—began in August 2019 to request residents to stand outside their homes during any tests that involve loading of propellant fuel, due to perceived danger from shock-wave induced broken windows in the event of a test anomaly and explosion. The site has been criticized as a "sacrifice zone". It was seen as empty space by both SpaceX and the state; in 2018, for example, Elon Musk said: "We’ve got a load of land with nobody around, so if it blows up, it's cool." At the time of its construction, many of the villagers’ homes were bought out with the threat of eminent domain. The launch site is an area where ‘negative externalities’ are located making it a sacrifice zone. In September 2019, SpaceX extended an offer to buy each of the houses in Boca Chica Village for three times the fair market value along with an offer of VIP invitations to future launch events. The amount of the offer was said to be "non-negotiable". Homeowners were initially given two weeks for that particular offer to remain valid. Some Boca Chica property owners were happy with the offer and made plans to accept, but other owners were not, noting that they had made substantial improvements to their properties and that the base valuation used by the September process used county tax assessment valuations and did not look at the specifics of each house so could not be a full appraised valuation. The Houston Chronicle reported that the county seems to be taking a broader view of what is best for the "local economy, educational system, and quality of living in a region that is one of the poorest in the state." Cameron County Judge Eddie Treviño Jr. specifically mentioned consideration of the "450,000, 500,000 people that make up Cameron County, and the other million that make up the Valley, and also all the residents of Texas ... [though] it is terrible, personally, for those 10 or 20 remaining residential owners" in Boca Chica Village. The New York Times reported in late September that SpaceX extended the original two-week offer period by three weeks, in order to allow property owners to work with the county appraiser in order to potentially get their assessed valuations adjusted upward based on improvements beyond what the previous appraisal understood. Many residents[quantify] who accepted purchase offers had moved away by March 2020. A small number of house owners in Boca Chica Village did not accept the 2019 offer from SpaceX and remained in the village in October 2020, one year after the initial purchase offers from SpaceX were made to residents. "David Finlay, SpaceX’s Senior Director of Finance, told Boca Chica Village residents that this would be SpaceX’s final and best offer, and threatened the company would need to pursue alternate means to obtain the homes if the people of Boca Chica Village turned down the money. ... 'the scale and frequency of spaceflight activities at the site continue to accelerate, your property will frequently fall within established hazard zones in which no civilians will be permitted to remain, in order to comply with all federal and other public safety regulations. This email therefore represents SpaceX’s best and final purchase offer.'" In March 2021, Elon Musk stated that he was seeking to incorporate Boca Chica Village as the city Starbase. Eddie Treviño Jr, the County Judge of Cameron County, indicated then that the county's commissioners court "were informed of SpaceX's endeavor", and said that SpaceX "must abide by all state incorporation statutes". Starbase includes Boca Chica Village—where both the legacy house community and the SpaceX build site are located—as well as the SpaceX test site and launch site, since Starbase was to be a municipality "much larger than Boca Chica". In May 2024, Cameron County submitted a formal proposal to the U.S. Board on Geographic Names, to rename the Village from Kopernik Shores (still its official name for federal purposes, despite having fallen out of common use) to Starbase, which was publicly posted on their website in July 2024. At the May 2024 meeting of the Board's Domestic Names Committee, doubts were expressed over whether the proposed name violates the Board's policy against recognizing names intended to promote a commercial enterprise. In October 2024, the Board was awaiting feedback on the proposal from the U.S. Fish and Wildlife Service and the Texas Geographic Names Committee. On May 20, 2025, Starbase was formally incorporated as a Type C general city with a commission form of government, comprising a mayor and two commissioners. See also References External links |
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Contents Lego Mindstorms NXT Lego Mindstorms NXT is a programmable robotics kit released by Lego on August 2, 2006.[non-primary source needed] It replaced the Robotics Invention System, the first-generation Lego Mindstorms kit. The base kit ships in two versions: the retail version and the education base set. It comes with the NXT-G programming software or the optional LabVIEW for Lego Mindstorms. A variety of unofficial languages exist, such as NXC, NBC, leJOS NXJ, and RobotC. A second-generation set, Lego Mindstorms NXT 2.0, was released on August 1, 2009, with a color sensor and other upgrades. The third-generation EV3 was released in September 2013. NXT Intelligent Brick The kit's main component is the NXT Intelligent Brick computer, which can accept input from up to four sensors and control up to three motors with a modified version of RJ12 cables (similar to, but incompatible with, RJ11 phone lines). The plastic pin to hold the cable in the socket is moved slightly to the right. The brick has a 100×64 pixel monochrome LCD and four buttons that can navigate a user interface with hierarchical menus. It has a 32-bit ARM7TDMI-core Atmel AT91SAM7S256 microcontroller with 256 KB of FLASH memory and 64 KB of RAM, an 8-bit Atmel AVR ATmega48 microcontroller, and Bluetooth support. The kit has a speaker, and can play sound files at sampling rates up to 8 kHz. Power is supplied by 6 AA batteries (1.5 V each) in the consumer version of the kit, and a rechargeable Li-Ion battery in the educational version. The brick is compatible with sensors and motors of its successor Lego Mindstorms EV3. Lego has released open source firmware for the NXT Intelligent Brick and schematics for all hardware components. Several developer kits are available with documentation for the NXT: Programming Simple programs can be created using the menu on the NXT Intelligent Brick. More complicated programs and sound files can be downloaded with a USB port or Bluetooth. Files can be copied wirelessly between two NXT bricks, and some mobile phones can be used as a remote control. Up to three NXT bricks can communicate simultaneously via Bluetooth when user-created programs are run. The kit's retail version includes software for writing programs that run on Windows and Mac OS personal computers. The software, based on National Instruments LabVIEW, provides a visual programming language for writing simple programs and downloading them to the NXT Brick; instead of requiring users to write lines of code, they can use flowchart-like blocks to design their program. Sensors and actuators The Lego Mindstorms NXT base kit includes: Other parts may be bought separately. Third-party companies manufacture sensors such as a compass, gyroscope, infrared tracker, RFID reader and accelerometer sensors sold by Lego. The temperature sensor can measure in Celsius or Fahrenheit. Sensors are connected to the NXT brick with a six-position modular connector with analog and digital interfaces. The analog interface is backward-compatible (using an adapter) with the older Robotics Invention System. The digital interface is capable of I2C and RS-485 communication. NXT 2.0 Lego Mindstorms NXT 2.0 is the second set in the Lego Mindstorms series, introduced on August 5, 2009, at the Lego Shop in the U.S. The set contains 619 pieces, including a sensor that can detect colors. It was followed by the Lego Mindstorms EV3. See also References External links |
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Contents Computer A computer is a machine that can be programmed to automatically carry out sequences of arithmetic or logical operations (computation). Modern digital electronic computers can perform generic sets of operations known as programs, which enable computers to perform a wide range of tasks. The term computer system may refer to a nominally complete computer that includes the hardware, operating system, software, and peripheral equipment needed and used for full operation, or to a group of computers that are linked and function together, such as a computer network or computer cluster. A broad range of industrial and consumer products use computers as control systems, including simple special-purpose devices like microwave ovens and remote controls, and factory devices like industrial robots. Computers are at the core of general-purpose devices such as personal computers and mobile devices such as smartphones. Computers power the Internet, which links billions of computers and users. Early computers were meant to be used only for calculations. Simple manual instruments like the abacus have aided people in doing calculations since ancient times. Early in the Industrial Revolution, some mechanical devices were built to automate long, tedious tasks, such as guiding patterns for looms. More sophisticated electrical machines did specialized analog calculations in the early 20th century. The first digital electronic calculating machines were developed during World War II, both electromechanical and using thermionic valves. The first semiconductor transistors in the late 1940s were followed by the silicon-based MOSFET (MOS transistor) and monolithic integrated circuit chip technologies in the late 1950s, leading to the microprocessor and the microcomputer revolution in the 1970s. The speed, power, and versatility of computers have been increasing dramatically ever since then, with transistor counts increasing at a rapid pace (Moore's law noted that counts doubled every two years), leading to the Digital Revolution during the late 20th and early 21st centuries. Conventionally, a modern computer consists of at least one processing element, typically a central processing unit (CPU) in the form of a microprocessor, together with some type of computer memory, typically semiconductor memory chips. The processing element carries out arithmetic and logical operations, and a sequencing and control unit can change the order of operations in response to stored information. Peripheral devices include input devices (keyboards, mice, joysticks, etc.), output devices (monitors, printers, etc.), and input/output devices that perform both functions (e.g. touchscreens). Peripheral devices allow information to be retrieved from an external source, and they enable the results of operations to be saved and retrieved. Etymology It was not until the mid-20th century that the word acquired its modern definition; according to the Oxford English Dictionary, the first known use of the word computer was in a different sense, in a 1613 book called The Yong Mans Gleanings by the English writer Richard Brathwait: "I haue [sic] read the truest computer of Times, and the best Arithmetician that euer [sic] breathed, and he reduceth thy dayes into a short number." This usage of the term referred to a human computer, a person who carried out calculations or computations. The word continued to have the same meaning until the middle of the 20th century. During the latter part of this period, women were often hired as computers because they could be paid less than their male counterparts. By 1943, most human computers were women. The Online Etymology Dictionary gives the first attested use of computer in the 1640s, meaning 'one who calculates'; this is an "agent noun from compute (v.)". The Online Etymology Dictionary states that the use of the term to mean "'calculating machine' (of any type) is from 1897." The Online Etymology Dictionary indicates that the "modern use" of the term, to mean 'programmable digital electronic computer' dates from "1945 under this name; [in a] theoretical [sense] from 1937, as Turing machine". The name has remained, although modern computers are capable of many higher-level functions. History Devices have been used to aid computation for thousands of years, mostly using one-to-one correspondence with fingers. The earliest counting device was most likely a form of tally stick. Later record keeping aids throughout the Fertile Crescent included calculi (clay spheres, cones, etc.) which represented counts of items, likely livestock or grains, sealed in hollow unbaked clay containers.[a] The use of counting rods is one example. The abacus was initially used for arithmetic tasks. The Roman abacus was developed from devices used in Babylonia as early as 2400 BCE. Since then, many other forms of reckoning boards or tables have been invented. In a medieval European counting house, a checkered cloth would be placed on a table, and markers moved around on it according to certain rules, as an aid to calculating sums of money. The Antikythera mechanism is believed to be the earliest known mechanical analog computer, according to Derek J. de Solla Price. It was designed to calculate astronomical positions. It was discovered in 1901 in the Antikythera wreck off the Greek island of Antikythera, between Kythera and Crete, and has been dated to approximately c. 100 BCE. Devices of comparable complexity to the Antikythera mechanism would not reappear until the fourteenth century. Many mechanical aids to calculation and measurement were constructed for astronomical and navigation use. The planisphere was a star chart invented by Abū Rayhān al-Bīrūnī in the early 11th century. The astrolabe was invented in the Hellenistic world in either the 1st or 2nd centuries BCE and is often attributed to Hipparchus. A combination of the planisphere and dioptra, the astrolabe was effectively an analog computer capable of working out several different kinds of problems in spherical astronomy. An astrolabe incorporating a mechanical calendar computer and gear-wheels was invented by Abi Bakr of Isfahan, Persia in 1235. Abū Rayhān al-Bīrūnī invented the first mechanical geared lunisolar calendar astrolabe, an early fixed-wired knowledge processing machine with a gear train and gear-wheels, c. 1000 AD. The sector, a calculating instrument used for solving problems in proportion, trigonometry, multiplication and division, and for various functions, such as squares and cube roots, was developed in the late 16th century and found application in gunnery, surveying and navigation. The planimeter was a manual instrument to calculate the area of a closed figure by tracing over it with a mechanical linkage. The slide rule was invented around 1620–1630, by the English clergyman William Oughtred, shortly after the publication of the concept of the logarithm. It is a hand-operated analog computer for doing multiplication and division. As slide rule development progressed, added scales provided reciprocals, squares and square roots, cubes and cube roots, as well as transcendental functions such as logarithms and exponentials, circular and hyperbolic trigonometry and other functions. Slide rules with special scales are still used for quick performance of routine calculations, such as the E6B circular slide rule used for time and distance calculations on light aircraft. In the 1770s, Pierre Jaquet-Droz, a Swiss watchmaker, built a mechanical doll (automaton) that could write holding a quill pen. By switching the number and order of its internal wheels different letters, and hence different messages, could be produced. In effect, it could be mechanically "programmed" to read instructions. Along with two other complex machines, the doll is at the Musée d'Art et d'Histoire of Neuchâtel, Switzerland, and still operates. In 1831–1835, mathematician and engineer Giovanni Plana devised a Perpetual Calendar machine, which through a system of pulleys and cylinders could predict the perpetual calendar for every year from 0 CE (that is, 1 BCE) to 4000 CE, keeping track of leap years and varying day length. The tide-predicting machine invented by the Scottish scientist Sir William Thomson in 1872 was of great utility to navigation in shallow waters. It used a system of pulleys and wires to automatically calculate predicted tide levels for a set period at a particular location. The differential analyser, a mechanical analog computer designed to solve differential equations by integration, used wheel-and-disc mechanisms to perform the integration. In 1876, Sir William Thomson had already discussed the possible construction of such calculators, but he had been stymied by the limited output torque of the ball-and-disk integrators. In a differential analyzer, the output of one integrator drove the input of the next integrator, or a graphing output. The torque amplifier was the advance that allowed these machines to work. Starting in the 1920s, Vannevar Bush and others developed mechanical differential analyzers. In the 1890s, the Spanish engineer Leonardo Torres Quevedo began to develop a series of advanced analog machines that could solve real and complex roots of polynomials, which were published in 1901 by the Paris Academy of Sciences. Charles Babbage, an English mechanical engineer and polymath, originated the concept of a programmable computer. Considered the "father of the computer", he conceptualized and invented the first mechanical computer in the early 19th century. After working on his difference engine he announced his invention in 1822, in a paper to the Royal Astronomical Society, titled "Note on the application of machinery to the computation of astronomical and mathematical tables". He also designed to aid in navigational calculations, in 1833 he realized that a much more general design, an analytical engine, was possible. The input of programs and data was to be provided to the machine via punched cards, a method being used at the time to direct mechanical looms such as the Jacquard loom. For output, the machine would have a printer, a curve plotter and a bell. The machine would also be able to punch numbers onto cards to be read in later. The engine would incorporate an arithmetic logic unit, control flow in the form of conditional branching and loops, and integrated memory, making it the first design for a general-purpose computer that could be described in modern terms as Turing-complete. The machine was about a century ahead of its time. All the parts for his machine had to be made by hand – this was a major problem for a device with thousands of parts. Eventually, the project was dissolved with the decision of the British Government to cease funding. Babbage's failure to complete the analytical engine can be chiefly attributed to political and financial difficulties as well as his desire to develop an increasingly sophisticated computer and to move ahead faster than anyone else could follow. Nevertheless, his son, Henry Babbage, completed a simplified version of the analytical engine's computing unit (the mill) in 1888. He gave a successful demonstration of its use in computing tables in 1906. In his work Essays on Automatics published in 1914, Leonardo Torres Quevedo wrote a brief history of Babbage's efforts at constructing a mechanical Difference Engine and Analytical Engine. The paper contains a design of a machine capable to calculate formulas like a x ( y − z ) 2 {\displaystyle a^{x}(y-z)^{2}} , for a sequence of sets of values. The whole machine was to be controlled by a read-only program, which was complete with provisions for conditional branching. He also introduced the idea of floating-point arithmetic. In 1920, to celebrate the 100th anniversary of the invention of the arithmometer, Torres presented in Paris the Electromechanical Arithmometer, which allowed a user to input arithmetic problems through a keyboard, and computed and printed the results, demonstrating the feasibility of an electromechanical analytical engine. During the first half of the 20th century, many scientific computing needs were met by increasingly sophisticated analog computers, which used a direct mechanical or electrical model of the problem as a basis for computation. However, these were not programmable and generally lacked the versatility and accuracy of modern digital computers. The first modern analog computer was a tide-predicting machine, invented by Sir William Thomson (later to become Lord Kelvin) in 1872. The differential analyser, a mechanical analog computer designed to solve differential equations by integration using wheel-and-disc mechanisms, was conceptualized in 1876 by James Thomson, the elder brother of the more famous Sir William Thomson. The art of mechanical analog computing reached its zenith with the differential analyzer, completed in 1931 by Vannevar Bush at MIT. By the 1950s, the success of digital electronic computers had spelled the end for most analog computing machines, but analog computers remained in use during the 1950s in some specialized applications such as education (slide rule) and aircraft (control systems).[citation needed] Claude Shannon's 1937 master's thesis laid the foundations of digital computing, with his insight of applying Boolean algebra to the analysis and synthesis of switching circuits being the basic concept which underlies all electronic digital computers. By 1938, the United States Navy had developed the Torpedo Data Computer, an electromechanical analog computer for submarines that used trigonometry to solve the problem of firing a torpedo at a moving target. During World War II, similar devices were developed in other countries. Early digital computers were electromechanical; electric switches drove mechanical relays to perform the calculation. These devices had a low operating speed and were eventually superseded by much faster all-electric computers, originally using vacuum tubes. The Z2, created by German engineer Konrad Zuse in 1939 in Berlin, was one of the earliest examples of an electromechanical relay computer. In 1941, Zuse followed his earlier machine up with the Z3, the world's first working electromechanical programmable, fully automatic digital computer. The Z3 was built with 2000 relays, implementing a 22-bit word length that operated at a clock frequency of about 5–10 Hz. Program code was supplied on punched film while data could be stored in 64 words of memory or supplied from the keyboard. It was quite similar to modern machines in some respects, pioneering numerous advances such as floating-point numbers. Rather than the harder-to-implement decimal system (used in Charles Babbage's earlier design), using a binary system meant that Zuse's machines were easier to build and potentially more reliable, given the technologies available at that time. The Z3 was not itself a universal computer but could be extended to be Turing complete. Zuse's next computer, the Z4, became the world's first commercial computer; after initial delay due to the Second World War, it was completed in 1950 and delivered to the ETH Zurich. The computer was manufactured by Zuse's own company, Zuse KG, which was founded in 1941 as the first company with the sole purpose of developing computers in Berlin. The Z4 served as the inspiration for the construction of the ERMETH, the first Swiss computer and one of the first in Europe. Purely electronic circuit elements soon replaced their mechanical and electromechanical equivalents, at the same time that digital calculation replaced analog. The engineer Tommy Flowers, working at the Post Office Research Station in London in the 1930s, began to explore the possible use of electronics for the telephone exchange. Experimental equipment that he built in 1934 went into operation five years later, converting a portion of the telephone exchange network into an electronic data processing system, using thousands of vacuum tubes. In the US, John Vincent Atanasoff and Clifford E. Berry of Iowa State University developed and tested the Atanasoff–Berry Computer (ABC) in 1942, the first "automatic electronic digital computer". This design was also all-electronic and used about 300 vacuum tubes, with capacitors fixed in a mechanically rotating drum for memory. During World War II, the British code-breakers at Bletchley Park achieved a number of successes at breaking encrypted German military communications. The German encryption machine, Enigma, was first attacked with the help of the electro-mechanical bombes which were often run by women. To crack the more sophisticated German Lorenz SZ 40/42 machine, used for high-level Army communications, Max Newman and his colleagues commissioned Flowers to build the Colossus. He spent eleven months from early February 1943 designing and building the first Colossus. After a functional test in December 1943, Colossus was shipped to Bletchley Park, where it was delivered on 18 January 1944 and attacked its first message on 5 February. Colossus was the world's first electronic digital programmable computer. It used a large number of valves (vacuum tubes). It had paper-tape input and was capable of being configured to perform a variety of boolean logical operations on its data, but it was not Turing-complete. Nine Mk II Colossi were built (The Mk I was converted to a Mk II making ten machines in total). Colossus Mark I contained 1,500 thermionic valves (tubes), but Mark II with 2,400 valves, was both five times faster and simpler to operate than Mark I, greatly speeding the decoding process. The ENIAC (Electronic Numerical Integrator and Computer) was the first electronic programmable computer built in the U.S. Although the ENIAC was similar to the Colossus, it was much faster, more flexible, and it was Turing-complete. Like the Colossus, a "program" on the ENIAC was defined by the states of its patch cables and switches, a far cry from the stored program electronic machines that came later. Once a program was written, it had to be mechanically set into the machine with manual resetting of plugs and switches. The programmers of the ENIAC were six women, often known collectively as the "ENIAC girls". It combined the high speed of electronics with the ability to be programmed for many complex problems. It could add or subtract 5000 times a second, a thousand times faster than any other machine. It also had modules to multiply, divide, and square root. High speed memory was limited to 20 words (about 80 bytes). Built under the direction of John Mauchly and J. Presper Eckert at the University of Pennsylvania, ENIAC's development and construction lasted from 1943 to full operation at the end of 1945. The machine was huge, weighing 30 tons, using 200 kilowatts of electric power and contained over 18,000 vacuum tubes, 1,500 relays, and hundreds of thousands of resistors, capacitors, and inductors. The principle of the modern computer was proposed by Alan Turing in his seminal 1936 paper, On Computable Numbers. Turing proposed a simple device that he called "Universal Computing machine" and that is now known as a universal Turing machine. He proved that such a machine is capable of computing anything that is computable by executing instructions (program) stored on tape, allowing the machine to be programmable. The fundamental concept of Turing's design is the stored program, where all the instructions for computing are stored in memory. Von Neumann acknowledged that the central concept of the modern computer was due to this paper. Turing machines are to this day a central object of study in theory of computation. Except for the limitations imposed by their finite memory stores, modern computers are said to be Turing-complete, which is to say, they have algorithm execution capability equivalent to a universal Turing machine. Early computing machines had fixed programs. Changing its function required the re-wiring and re-structuring of the machine. With the proposal of the stored-program computer this changed. A stored-program computer includes by design an instruction set and can store in memory a set of instructions (a program) that details the computation. The theoretical basis for the stored-program computer was laid out by Alan Turing in his 1936 paper. In 1945, Turing joined the National Physical Laboratory and began work on developing an electronic stored-program digital computer. His 1945 report "Proposed Electronic Calculator" was the first specification for such a device. John von Neumann at the University of Pennsylvania also circulated his First Draft of a Report on the EDVAC in 1945. The Manchester Baby was the world's first stored-program computer. It was built at the University of Manchester in England by Frederic C. Williams, Tom Kilburn and Geoff Tootill, and ran its first program on 21 June 1948. It was designed as a testbed for the Williams tube, the first random-access digital storage device. Although the computer was described as "small and primitive" by a 1998 retrospective, it was the first working machine to contain all of the elements essential to a modern electronic computer. As soon as the Baby had demonstrated the feasibility of its design, a project began at the university to develop it into a practically useful computer, the Manchester Mark 1. The Mark 1 in turn quickly became the prototype for the Ferranti Mark 1, the world's first commercially available general-purpose computer. Built by Ferranti, it was delivered to the University of Manchester in February 1951. At least seven of these later machines were delivered between 1953 and 1957, one of them to Shell labs in Amsterdam. In October 1947 the directors of British catering company J. Lyons & Company decided to take an active role in promoting the commercial development of computers. Lyons's LEO I computer, modelled closely on the Cambridge EDSAC of 1949, became operational in April 1951 and ran the world's first routine office computer job. The concept of a field-effect transistor was proposed by Julius Edgar Lilienfeld in 1925. John Bardeen and Walter Brattain, while working under William Shockley at Bell Labs, built the first working transistor, the point-contact transistor, in 1947, which was followed by Shockley's bipolar junction transistor in 1948. From 1955 onwards, transistors replaced vacuum tubes in computer designs, giving rise to the "second generation" of computers. Compared to vacuum tubes, transistors have many advantages: they are smaller, and require less power than vacuum tubes, so give off less heat. Junction transistors were much more reliable than vacuum tubes and had longer, indefinite, service life. Transistorized computers could contain tens of thousands of binary logic circuits in a relatively compact space. However, early junction transistors were relatively bulky devices that were difficult to manufacture on a mass-production basis, which limited them to a number of specialized applications. At the University of Manchester, a team under the leadership of Tom Kilburn designed and built a machine using the newly developed transistors instead of valves. Their first transistorized computer and the first in the world, was operational by 1953, and a second version was completed there in April 1955. However, the machine did make use of valves to generate its 125 kHz clock waveforms and in the circuitry to read and write on its magnetic drum memory, so it was not the first completely transistorized computer. That distinction goes to the Harwell CADET of 1955, built by the electronics division of the Atomic Energy Research Establishment at Harwell. The metal–oxide–silicon field-effect transistor (MOSFET), also known as the MOS transistor, was invented at Bell Labs between 1955 and 1960 and was the first truly compact transistor that could be miniaturized and mass-produced for a wide range of uses. With its high scalability, and much lower power consumption and higher density than bipolar junction transistors, the MOSFET made it possible to build high-density integrated circuits. In addition to data processing, it also enabled the practical use of MOS transistors as memory cell storage elements, leading to the development of MOS semiconductor memory, which replaced earlier magnetic-core memory in computers. The MOSFET led to the microcomputer revolution, and became the driving force behind the computer revolution. The MOSFET is the most widely used transistor in computers, and is the fundamental building block of digital electronics. The next great advance in computing power came with the advent of the integrated circuit (IC). The idea of the integrated circuit was first conceived by a radar scientist working for the Royal Radar Establishment of the Ministry of Defence, Geoffrey W.A. Dummer. Dummer presented the first public description of an integrated circuit at the Symposium on Progress in Quality Electronic Components in Washington, D.C., on 7 May 1952. The first working ICs were invented by Jack Kilby at Texas Instruments and Robert Noyce at Fairchild Semiconductor. Kilby recorded his initial ideas concerning the integrated circuit in July 1958, successfully demonstrating the first working integrated example on 12 September 1958. In his patent application of 6 February 1959, Kilby described his new device as "a body of semiconductor material ... wherein all the components of the electronic circuit are completely integrated". However, Kilby's invention was a hybrid integrated circuit (hybrid IC), rather than a monolithic integrated circuit (IC) chip. Kilby's IC had external wire connections, which made it difficult to mass-produce. Noyce also came up with his own idea of an integrated circuit half a year later than Kilby. Noyce's invention was the first true monolithic IC chip. His chip solved many practical problems that Kilby's had not. Produced at Fairchild Semiconductor, it was made of silicon, whereas Kilby's chip was made of germanium. Noyce's monolithic IC was fabricated using the planar process, developed by his colleague Jean Hoerni in early 1959. In turn, the planar process was based on Carl Frosch and Lincoln Derick work on semiconductor surface passivation by silicon dioxide. Modern monolithic ICs are predominantly MOS (metal–oxide–semiconductor) integrated circuits, built from MOSFETs (MOS transistors). The earliest experimental MOS IC to be fabricated was a 16-transistor chip built by Fred Heiman and Steven Hofstein at RCA in 1962. General Microelectronics later introduced the first commercial MOS IC in 1964, developed by Robert Norman. Following the development of the self-aligned gate (silicon-gate) MOS transistor by Robert Kerwin, Donald Klein and John Sarace at Bell Labs in 1967, the first silicon-gate MOS IC with self-aligned gates was developed by Federico Faggin at Fairchild Semiconductor in 1968. The MOSFET has since become the most critical device component in modern ICs. The development of the MOS integrated circuit led to the invention of the microprocessor, and heralded an explosion in the commercial and personal use of computers. While the subject of exactly which device was the first microprocessor is contentious, partly due to lack of agreement on the exact definition of the term "microprocessor", it is largely undisputed that the first single-chip microprocessor was the Intel 4004, designed and realized by Federico Faggin with his silicon-gate MOS IC technology, along with Ted Hoff, Masatoshi Shima and Stanley Mazor at Intel.[b] In the early 1970s, MOS IC technology enabled the integration of more than 10,000 transistors on a single chip. System on a Chip (SoCs) are complete computers on a microchip (or chip) the size of a coin. They may or may not have integrated RAM and flash memory. If not integrated, the RAM is usually placed directly above (known as Package on package) or below (on the opposite side of the circuit board) the SoC, and the flash memory is usually placed right next to the SoC. This is done to improve data transfer speeds, as the data signals do not have to travel long distances. Since ENIAC in 1945, computers have advanced enormously, with modern SoCs (such as the Snapdragon 865) being the size of a coin while also being hundreds of thousands of times more powerful than ENIAC, integrating billions of transistors, and consuming only a few watts of power. The first mobile computers were heavy and ran from mains power. The 50 lb (23 kg) IBM 5100 was an early example. Later portables such as the Osborne 1 and Compaq Portable were considerably lighter but still needed to be plugged in. The first laptops, such as the Grid Compass, removed this requirement by incorporating batteries – and with the continued miniaturization of computing resources and advancements in portable battery life, portable computers grew in popularity in the 2000s. The same developments allowed manufacturers to integrate computing resources into cellular mobile phones by the early 2000s. These smartphones and tablets run on a variety of operating systems and recently became the dominant computing device on the market. These are powered by System on a Chip (SoCs), which are complete computers on a microchip the size of a coin. Types Computers can be classified in a number of different ways, including: A computer does not need to be electronic, nor even have a processor, nor RAM, nor even a hard disk. While popular usage of the word "computer" is synonymous with a personal electronic computer,[c] a typical modern definition of a computer is: "A device that computes, especially a programmable [usually] electronic machine that performs high-speed mathematical or logical operations or that assembles, stores, correlates, or otherwise processes information." According to this definition, any device that processes information qualifies as a computer. Hardware The term hardware covers all of those parts of a computer that are tangible physical objects. Circuits, computer chips, graphic cards, sound cards, memory (RAM), motherboard, displays, power supplies, cables, keyboards, printers and "mice" input devices are all hardware. A general-purpose computer has four main components: the arithmetic logic unit (ALU), the control unit, the memory, and the input and output devices (collectively termed I/O). These parts are interconnected by buses, often made of groups of wires. Inside each of these parts are thousands to trillions of small electrical circuits which can be turned off or on by means of an electronic switch. Each circuit represents a bit (binary digit) of information so that when the circuit is on it represents a "1", and when off it represents a "0" (in positive logic representation). The circuits are arranged in logic gates so that one or more of the circuits may control the state of one or more of the other circuits. Input devices are the means by which the operations of a computer are controlled and it is provided with data. Examples include: Output devices are the means by which a computer provides the results of its calculations in a human-accessible form. Examples include: The control unit (often called a control system or central controller) manages the computer's various components; it reads and interprets (decodes) the program instructions, transforming them into control signals that activate other parts of the computer.[e] Control systems in advanced computers may change the order of execution of some instructions to improve performance. A key component common to all CPUs is the program counter, a special memory cell (a register) that keeps track of which location in memory the next instruction is to be read from.[f] The control system's function is as follows— this is a simplified description, and some of these steps may be performed concurrently or in a different order depending on the type of CPU: Since the program counter is (conceptually) just another set of memory cells, it can be changed by calculations done in the ALU. Adding 100 to the program counter would cause the next instruction to be read from a place 100 locations further down the program. Instructions that modify the program counter are often known as "jumps" and allow for loops (instructions that are repeated by the computer) and often conditional instruction execution (both examples of control flow). The sequence of operations that the control unit goes through to process an instruction is in itself like a short computer program, and indeed, in some more complex CPU designs, there is another yet smaller computer called a microsequencer, which runs a microcode program that causes all of these events to happen. The control unit, ALU, and registers are collectively known as a central processing unit (CPU). Early CPUs were composed of many separate components. Since the 1970s, CPUs have typically been constructed on a single MOS integrated circuit chip called a microprocessor. The ALU is capable of performing two classes of operations: arithmetic and logic. The set of arithmetic operations that a particular ALU supports may be limited to addition and subtraction, or might include multiplication, division, trigonometry functions such as sine, cosine, etc., and square roots. Some can operate only on whole numbers (integers) while others use floating point to represent real numbers, albeit with limited precision. However, any computer that is capable of performing just the simplest operations can be programmed to break down the more complex operations into simple steps that it can perform. Therefore, any computer can be programmed to perform any arithmetic operation—although it will take more time to do so if its ALU does not directly support the operation. An ALU may also compare numbers and return Boolean truth values (true or false) depending on whether one is equal to, greater than or less than the other ("is 64 greater than 65?"). Logic operations involve Boolean logic: AND, OR, XOR, and NOT. These can be useful for creating complicated conditional statements and processing Boolean logic. Superscalar computers may contain multiple ALUs, allowing them to process several instructions simultaneously. Graphics processors and computers with SIMD and MIMD features often contain ALUs that can perform arithmetic on vectors and matrices. A computer's memory can be viewed as a list of cells into which numbers can be placed or read. Each cell has a numbered "address" and can store a single number. The computer can be instructed to "put the number 123 into the cell numbered 1357" or to "add the number that is in cell 1357 to the number that is in cell 2468 and put the answer into cell 1595." The information stored in memory may represent practically anything. Letters, numbers, even computer instructions can be placed into memory with equal ease. Since the CPU does not differentiate between different types of information, it is the software's responsibility to give significance to what the memory sees as nothing but a series of numbers. In almost all modern computers, each memory cell is set up to store binary numbers in groups of eight bits (called a byte). Each byte is able to represent 256 different numbers (28 = 256); either from 0 to 255 or −128 to +127. To store larger numbers, several consecutive bytes may be used (typically, two, four or eight). When negative numbers are required, they are usually stored in two's complement notation. Other arrangements are possible, but are usually not seen outside of specialized applications or historical contexts. A computer can store any kind of information in memory if it can be represented numerically. Modern computers have billions or even trillions of bytes of memory. The CPU contains a special set of memory cells called registers that can be read and written to much more rapidly than the main memory area. There are typically between two and one hundred registers depending on the type of CPU. Registers are used for the most frequently needed data items to avoid having to access main memory every time data is needed. As data is constantly being worked on, reducing the need to access main memory (which is often slow compared to the ALU and control units) greatly increases the computer's speed. Computer main memory comes in two principal varieties: RAM can be read and written to anytime the CPU commands it, but ROM is preloaded with data and software that never changes, therefore the CPU can only read from it. ROM is typically used to store the computer's initial start-up instructions. In general, the contents of RAM are erased when the power to the computer is turned off, but ROM retains its data indefinitely. In a PC, the ROM contains a specialized program called the BIOS that orchestrates loading the computer's operating system from the hard disk drive into RAM whenever the computer is turned on or reset. In embedded computers, which frequently do not have disk drives, all of the required software may be stored in ROM. Software stored in ROM is often called firmware, because it is notionally more like hardware than software. Flash memory blurs the distinction between ROM and RAM, as it retains its data when turned off but is also rewritable. It is typically much slower than conventional ROM and RAM however, so its use is restricted to applications where high speed is unnecessary.[g] In more sophisticated computers there may be one or more RAM cache memories, which are slower than registers but faster than main memory. Generally computers with this sort of cache are designed to move frequently needed data into the cache automatically, often without the need for any intervention on the programmer's part. I/O is the means by which a computer exchanges information with the outside world. Devices that provide input or output to the computer are called peripherals. On a typical personal computer, peripherals include input devices like the keyboard and mouse, and output devices such as the display and printer. Hard disk drives, floppy disk drives and optical disc drives serve as both input and output devices. Computer networking is another form of I/O. I/O devices are often complex computers in their own right, with their own CPU and memory. A graphics processing unit might contain fifty or more tiny computers that perform the calculations necessary to display 3D graphics.[citation needed] Modern desktop computers contain many smaller computers that assist the main CPU in performing I/O. A 2016-era flat screen display contains its own computer circuitry. While a computer may be viewed as running one gigantic program stored in its main memory, in some systems it is necessary to give the appearance of running several programs simultaneously. This is achieved by multitasking, i.e. having the computer switch rapidly between running each program in turn. One means by which this is done is with a special signal called an interrupt, which can periodically cause the computer to stop executing instructions where it was and do something else instead. By remembering where it was executing prior to the interrupt, the computer can return to that task later. If several programs are running "at the same time". Then the interrupt generator might be causing several hundred interrupts per second, causing a program switch each time. Since modern computers typically execute instructions several orders of magnitude faster than human perception, it may appear that many programs are running at the same time, even though only one is ever executing in any given instant. This method of multitasking is sometimes termed "time-sharing" since each program is allocated a "slice" of time in turn. Before the era of inexpensive computers, the principal use for multitasking was to allow many people to share the same computer. Seemingly, multitasking would cause a computer that is switching between several programs to run more slowly, in direct proportion to the number of programs it is running, but most programs spend much of their time waiting for slow input/output devices to complete their tasks. If a program is waiting for the user to click on the mouse or press a key on the keyboard, then it will not take a "time slice" until the event it is waiting for has occurred. This frees up time for other programs to execute so that many programs may be run simultaneously without unacceptable speed loss. Some computers are designed to distribute their work across several CPUs in a multiprocessing configuration, a technique once employed in only large and powerful machines such as supercomputers, mainframe computers and servers. Multiprocessor and multi-core (multiple CPUs on a single integrated circuit) personal and laptop computers are now widely available, and are being increasingly used in lower-end markets as a result. Supercomputers in particular often have highly unique architectures that differ significantly from the basic stored-program architecture and from general-purpose computers.[h] They often feature thousands of CPUs, customized high-speed interconnects, and specialized computing hardware. Such designs tend to be useful for only specialized tasks due to the large scale of program organization required to use most of the available resources at once. Supercomputers usually see usage in large-scale simulation, graphics rendering, and cryptography applications, as well as with other so-called "embarrassingly parallel" tasks. Software Software is the part of a computer system that consists of the encoded information that determines the computer's operation, such as data or instructions on how to process the data. In contrast to the physical hardware from which the system is built, software is immaterial. Software includes computer programs, libraries and related non-executable data, such as online documentation or digital media. It is often divided into system software and application software. Computer hardware and software require each other and neither is useful on its own. When software is stored in hardware that cannot easily be modified, such as with BIOS ROM in an IBM PC compatible computer, it is sometimes called "firmware". The defining feature of modern computers which distinguishes them from all other machines is that they can be programmed. That is to say that some type of instructions (the program) can be given to the computer, and it will process them. Modern computers based on the von Neumann architecture often have machine code in the form of an imperative programming language. In practical terms, a computer program may be just a few instructions or extend to many millions of instructions, as do the programs for word processors and web browsers for example. A typical modern computer can execute billions of instructions per second (gigaflops) and rarely makes a mistake over many years of operation. Large computer programs consisting of several million instructions may take teams of programmers years to write, and due to the complexity of the task almost certainly contain errors. This section applies to most common RAM machine–based computers. In most cases, computer instructions are simple: add one number to another, move some data from one location to another, send a message to some external device, etc. These instructions are read from the computer's memory and are generally carried out (executed) in the order they were given. However, there are usually specialized instructions to tell the computer to jump ahead or backwards to some other place in the program and to carry on executing from there. These are called "jump" instructions (or branches). Furthermore, jump instructions may be made to happen conditionally so that different sequences of instructions may be used depending on the result of some previous calculation or some external event. Many computers directly support subroutines by providing a type of jump that "remembers" the location it jumped from and another instruction to return to the instruction following that jump instruction. Program execution might be likened to reading a book. While a person will normally read each word and line in sequence, they may at times jump back to an earlier place in the text or skip sections that are not of interest. Similarly, a computer may sometimes go back and repeat the instructions in some section of the program over and over again until some internal condition is met. This is called the flow of control within the program and it is what allows the computer to perform tasks repeatedly without human intervention. Comparatively, a person using a pocket calculator can perform a basic arithmetic operation such as adding two numbers with just a few button presses. But to add together all of the numbers from 1 to 1,000 would take thousands of button presses and a lot of time, with a near certainty of making a mistake. On the other hand, a computer may be programmed to do this with just a few simple instructions. The following example is written in the MIPS assembly language: Once told to run this program, the computer will perform the repetitive addition task without further human intervention. It will almost never make a mistake and a modern PC can complete the task in a fraction of a second. In most computers, individual instructions are stored as machine code with each instruction being given a unique number (its operation code or opcode for short). The command to add two numbers together would have one opcode; the command to multiply them would have a different opcode, and so on. The simplest computers are able to perform any of a handful of different instructions; the more complex computers have several hundred to choose from, each with a unique numerical code. Since the computer's memory is able to store numbers, it can also store the instruction codes. This leads to the important fact that entire programs (which are just lists of these instructions) can be represented as lists of numbers and can themselves be manipulated inside the computer in the same way as numeric data. The fundamental concept of storing programs in the computer's memory alongside the data they operate on is the crux of the von Neumann, or stored program, architecture. In some cases, a computer might store some or all of its program in memory that is kept separate from the data it operates on. This is called the Harvard architecture after the Harvard Mark I computer. Modern von Neumann computers display some traits of the Harvard architecture in their designs, such as in CPU caches. While it is possible to write computer programs as long lists of numbers (machine language) and while this technique was used with many early computers,[i] it is extremely tedious and potentially error-prone to do so in practice, especially for complicated programs. Instead, each basic instruction can be given a short name that is indicative of its function and easy to remember – a mnemonic such as ADD, SUB, MULT or JUMP. These mnemonics are collectively known as a computer's assembly language. Converting programs written in assembly language into something the computer can actually understand (machine language) is usually done by a computer program called an assembler. A programming language is a notation system for writing the source code from which a computer program is produced. Programming languages provide various ways of specifying programs for computers to run. Unlike natural languages, programming languages are designed to permit no ambiguity and to be concise. They are purely written languages and are often difficult to read aloud. They are generally either translated into machine code by a compiler or an assembler before being run, or translated directly at run time by an interpreter. Sometimes programs are executed by a hybrid method of the two techniques. There are thousands of programming languages—some intended for general purpose programming, others useful for only highly specialized applications. Machine languages and the assembly languages that represent them (collectively termed low-level programming languages) are generally unique to the particular architecture of a computer's central processing unit (CPU). For instance, an ARM architecture CPU (such as may be found in a smartphone or a hand-held videogame) cannot understand the machine language of an x86 CPU that might be in a PC.[j] Historically a significant number of other CPU architectures were created and saw extensive use, notably including the MOS Technology 6502 and 6510 in addition to the Zilog Z80. Although considerably easier than in machine language, writing long programs in assembly language is often difficult and is also error prone. Therefore, most practical programs are written in more abstract high-level programming languages that are able to express the needs of the programmer more conveniently (and thereby help reduce programmer error). High level languages are usually "compiled" into machine language (or sometimes into assembly language and then into machine language) using another computer program called a compiler.[k] High level languages are less related to the workings of the target computer than assembly language, and more related to the language and structure of the problem(s) to be solved by the final program. It is therefore often possible to use different compilers to translate the same high level language program into the machine language of many different types of computer. This is part of the means by which software like video games may be made available for different computer architectures such as personal computers and various video game consoles. Program design of small programs is relatively simple and involves the analysis of the problem, collection of inputs, using the programming constructs within languages, devising or using established procedures and algorithms, providing data for output devices and solutions to the problem as applicable. As problems become larger and more complex, features such as subprograms, modules, formal documentation, and new paradigms such as object-oriented programming are encountered. Large programs involving thousands of line of code and more require formal software methodologies. The task of developing large software systems presents a significant intellectual challenge. Producing software with an acceptably high reliability within a predictable schedule and budget has historically been difficult; the academic and professional discipline of software engineering concentrates specifically on this challenge. Errors in computer programs are called "bugs". They may be benign and not affect the usefulness of the program, or have only subtle effects. However, in some cases they may cause the program or the entire system to "hang", becoming unresponsive to input such as mouse clicks or keystrokes, to completely fail, or to crash. Otherwise benign bugs may sometimes be harnessed for malicious intent by an unscrupulous user writing an exploit, code designed to take advantage of a bug and disrupt a computer's proper execution. Bugs are usually not the fault of the computer. Since computers merely execute the instructions they are given, bugs are nearly always the result of programmer error or an oversight made in the program's design.[l] Admiral Grace Hopper, an American computer scientist and developer of the first compiler, is credited for having first used the term "bugs" in computing after a dead moth was found shorting a relay in the Harvard Mark II computer in September 1947. Networking and the Internet Computers have been used to coordinate information between multiple physical locations since the 1950s. The U.S. military's SAGE system was the first large-scale example of such a system, which led to a number of special-purpose commercial systems such as Sabre. In the 1970s, computer engineers at research institutions throughout the United States began to link their computers together using telecommunications technology. The effort was funded by ARPA (now DARPA), and the computer network that resulted was called the ARPANET. Logic gates are a common abstraction which can apply to most of the above digital or analog paradigms. The ability to store and execute lists of instructions called programs makes computers extremely versatile, distinguishing them from calculators. The Church–Turing thesis is a mathematical statement of this versatility: any computer with a minimum capability (being Turing-complete) is, in principle, capable of performing the same tasks that any other computer can perform. Therefore, any type of computer (netbook, supercomputer, cellular automaton, etc.) is able to perform the same computational tasks, given enough time and storage capacity. In the 20th century, artificial intelligence systems were predominantly symbolic: they executed code that was explicitly programmed by software developers. Machine learning models, however, have a set parameters that are adjusted throughout training, so that the model learns to accomplish a task based on the provided data. The efficiency of machine learning (and in particular of neural networks) has rapidly improved with progress in hardware for parallel computing, mainly graphics processing units (GPUs). Some large language models are able to control computers or robots. AI progress may lead to the creation of artificial general intelligence (AGI), a type of AI that could accomplish virtually any intellectual task at least as well as humans. Professions and organizations As the use of computers has spread throughout society, there are an increasing number of careers involving computers. The need for computers to work well together and to be able to exchange information has spawned the need for many standards organizations, clubs and societies of both a formal and informal nature. See also Notes References Sources External links |
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[SOURCE: https://en.wikipedia.org/wiki/Score_(video_games)] | [TOKENS: 1793] |
Contents Score (video games) In video games, score refers to an abstract quantity associated with a player or team. Score is usually measured in the abstract unit of points, and events in the game can raise or lower the score of different parties. Most games with score use it as a quantitative indicator of success in the game, and in competitive games, a goal is often made of attaining a better score than one's opponents in order to win. In video games that feature scoring, points are usually an optional, side component of gaming. Players may achieve points through normal gameplay, but their score will often not have an immediate relevance to the game itself. Instead, playing to beat a "high score" set by the game program, another player or oneself becomes an extra challenge, adding replay value. In modern gaming, the presence of a score is not as ubiquitous as it was in the past. During the era of arcade games, when, because of the technical limitations of the time, games could not be "won" or "completed" but were instead endless cycles of continuous gameplay, points had a much greater relevance. Many modern games no longer keep track of scores, and many no longer feature an option to save or record high scores. However, some games, such as role-playing games, have experience points, skill points, and use money or treasure, which can all be used to buy or upgrade skills and objects. In fighting games, scoring a very high number of points could result in unlockable players or modes. In some games, reaching certain scores gives an extra life, or a continue. Scoring In puzzle games, scores are usually gained by solving the puzzles quickly. Higher scores can be gained by performing combos of puzzle solving. There is often a time bonus which can add extra points. The level number is often a multiplier on the points, so higher scores are possible on harder levels. Level multipliers can also be picked up in some games, to further multiply your points bonus. In other games, points are typically gained from defeating monsters and enemies. When defeating a boss, a proportionally large number of points is usually rewarded. Extra points can be gained from gathering items, such as power-ups or other pick-ups. Usually, when a player gets a certain number of points, they may get an extra life or go on to a higher level. Points can be often used as currency which can be redeemed for rewards and player upgrades. High score The high score of a video game is usually the highest logged point value. Many games will have a list of several high scores, called the high score table or leaderboard. The concept of a high score first achieved cultural significance with the rise in popularity of pinball machines and electro-mechanical arcade games. Players who achieve a high score are often greeted with a congratulatory message and are able to enter their initials or name into the machine. Their score and name will remain there until someone "knocks" them off the high score list by achieving a higher score. For this reason, high scores are inherently competitive and may sometimes involve one-upmanship against other players. The high score has a close association to the "free game." When in an arcade, many games will offer a player a free chance at another game if they achieve a high score. This has declined in popularity in recent years, as players are often allowed to play for as long as they can without losing, but not given free games even if they achieve a high score. The first video game to use the term "high score" was Midway's Sea Wolf (1976). The game saved the highest score achieved on the cabinet, but could be reset by a player at any time by pressing a button on the machine. The high score concept changed in July 1978 with the release of Taito's shoot 'em up Space Invaders, where high scores were determined by gamers playing for as long as they could to stay alive, as high scores kept rising. The popularity of Space Invaders stemmed in part from players returning to beat the current high score, as players could now compete with each other over who had the highest score. In December 1978, Exidy's Star Fire allowed the player to save their name as initials next to their high score. Since this data was stored in the machine's RAM, it was deleted every time the machine lost power, which in practice would almost invariably happen every night as operators preferred to leave the machines unplugged when the arcade was closed to avoid incurring unnecessary power costs. The popularity of the high score made it nearly ubiquitous and a defining feature for many games. Magazines such as Nintendo Power and Sega Visions would often publish high scores submitted by their readers. The high score became most popular when, starting in 1982, the Twin Galaxies Scoreboard began to appear in the pages of Video Games Magazine, Joystik Magazine, Computer Games Magazine, VideoGiochi Magazine, Video Games Player Magazine and Electronic Fun Magazine. Later, in the 1990s, all performances would have to be videotaped to verify the achievement. The high score also exists in online games in various forms. The spread of the Internet has made it possible to compete with the rest of the world, rather than the players of a single machine or game. Many modern games have the ability to post his/her high score to a central webpage. Online multiplayer games, especially first person shooters, real time strategies, and role-playing video games often have ranking systems. These new high score lists and ranking systems often are more complex than conventional high score lists. Some are based on tournaments, while others track game servers continuously, keeping statistics for all players. Some games include default "high scores" that do not actually represent real players, but are displayed whenever the machine's memory is reset, often with generic initials such as "AAA." These scores often represent certain levels of achievement for a player to aspire to, ensuring that there is always something for players to compete with. Many video games also have default high scores built in, sometimes attributed to fictitious entities (e.g. Commander Keen) or to members of the game's development team. The high score's prominence in video game culture and even mainstream society has led to various pieces of art and entertainment. There is a cartoon titled High Score. There is also a book entitled High Score! The Illustrated History of Electronic Games. A 2007 documentary, The King of Kong: A Fistful of Quarters, follows the attempts to beat the high score in Donkey Kong.[citation needed] In an episode of the TV series Seinfeld, George is astonished to find that the Frogger machine he played as a teen still retains his high score. With the owners wanting to get rid of it, George decides to keep the machine for posterity, the catch being that he has to move the game without unplugging it, because if he unplugs the game the high score will be erased. Unfortunately, the machine is destroyed when he unsuccessfully tries to move it across the street in a spoof of the gameplay. On September 24, 2005, Twin Galaxies issued Poster #59, which publicized a $1,000 prize to the first gamer who could break George Costanza's fictitious Frogger high score of 863,050 points. On August 1, 1982, the Twin Galaxies Intergalactic Scoreboard issued a colorful poster that listed the world record high scores for more than two dozen arcade video games. The poster was distributed among arcades worldwide. This was the first poster (#1) in a series of colorful posters that continues today, with poster #131 issued in October, 2008.[needs update] In an episode of Friends, Chandler Bing puts in dirty words on all the high score positions on a Ms. Pac-Man machine. He then finds out that they are not blanked when the machine is reset, so he has to break all his high scores to remove the offending words. (This is not possible on an actual Ms. Pac-Man machine; such machines only record one high score and do not allow the winning player to enter initials.)[citation needed] According to the Twin Galaxies Intergalactic Scoreboard, "high-score" attempts enjoyed as much press coverage as any other video game–related topic reported in the media during the 1982–1985 period. Though the media was often focused on the amazing growth of the video game industry, it was equally as fascinated with the human side of gaming, as typified by the "player vs. machine" showdowns that led to new world record high scores set on nearly a daily basis. In fact, Twin Galaxies reports that during that early era it was not unusual for there to be multiple new world records reported in the media on a single day. See also References External links |
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Black hole: Revision history For any version listed below, click on its date to view it. For more help, see Help:Page history and Help:Edit summary. (cur) = difference from current version, (prev) = difference from preceding version, m = minor edit, → = section edit, ← = automatic edit summary |
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[SOURCE: https://en.wikipedia.org/wiki/Civic_virtue] | [TOKENS: 2489] |
Contents Civic virtue Civic virtue is a concept that refers to the set of habits, values, and attitudes that promote the general welfare and the effective functioning of a society. Closely linked to the concept of citizenship, civic virtue (virtus) represents, therefore, the disposition of citizens to put the common good (bonum commune) before special interests. The identification of the character traits that constitute civic virtue has been a major concern of political philosophy. The term civility refers to behavior between persons and groups that conforms to a social mode (that is, in accordance with the civil society), as itself being a foundation of society and law. In republics Civic virtues are historically taught as a matter of chief concern in nations under republican forms of government, and societies with cities. When final decisions on public matters are made by a monarch, it is the monarch's virtues which influence those decisions. When a broader class of people become the decision-makers, it is then their virtues which characterize the types of decisions made. This form of decision-making is considered superior in determining what best protects the interests of the majority. Aristocratic oligarchies may also develop traditions of public lists of virtues they believe appropriate in the governing class, but these virtues differ from the general civic virtues; for example, ruling class virtues stress martial courage over commercial honesty. Constitutions became important in defining the public virtue of republics and constitutional monarchies. The earliest forms of constitutional development can be seen in late medieval Germany (see Communalism before 1800) and in the Dutch and English revolts of the 16th and 17th centuries. In the classical culture of Europe and those places that follow its political tradition, concern for civic virtue starts with the oldest republics of which we have extensive records, Athens and Rome. Attempting to define the virtues needed to successfully govern the Athenian polis was a matter of significant concern for Socrates and Plato; a difference in civic vision ultimately was one of the factors that led to the trial of Socrates and his conflict with the Athenian democracy. The Politics of Aristotle viewed citizenship as consisting, not of political rights, but rather of political duties. Citizens were expected to put their private lives and interests aside and serve the state in accordance with duties defined by law. Rome, even more than Greece, produced a number of moralistic philosophers such as Cicero, and moralistic historians such as Tacitus, Sallust, Plutarch and Livy. Many of these figures were either personally involved in power struggles that took place in the late Roman Republic, or wrote elegies to liberty which was lost during their transition to the Roman Empire. They tended to blame this loss of liberty on the perceived lack of civic virtue in their contemporaries, contrasting them with idealistic examples of virtue drawn from Roman history, and even non-Roman "barbarians". Texts of antiquity became very popular by the Renaissance. Scholars tried to gather as many of them as they could find, especially in monasteries, from Constantinople, and from the Muslim world. Aided by the rediscovery of the virtue ethics and metaphysics of Aristotle by Avicenna and Averroes, Thomas Aquinas fused Aristotle's cardinal virtues with Christianity in his Summa Theologica (1273). Humanists wanted to reinstate the ancient ideal of civic virtue through education. Instead of punishing sinners, it was believed that sin could be prevented by raising virtuous children. Living in the city became important for the elite, because people in the city are forced to behave themselves when communicating with others. A problem was that the proletarianization of peasants created an environment in cities where such workers were hard to control. Cities tried to keep the proletarians out or tried to civilize them by forcing them to work in poor houses. Important aspects of civic virtue were: civic conversation (listening to others, trying to reach an agreement, keeping yourself informed so you can have a relevant contribution), civilized behavior (decent clothing, accent, containing feelings and needs), work (people had to make a useful contribution to the society). Religion changed. It became more focused on individual behavior instead of a communion of people. The people who believed in civic virtue belonged to a small majority surrounded by "barbarity". Parental authority was popular, especially the authority of the monarch and the state. Civic virtue was very popular during the Enlightenment but it had changed dramatically. Parental authority began to wane. Freedom became popular. But people can only be free by containing their emotions in order to keep some space for others. Trying to keep proletarians out or putting them in a poor house was not done anymore. The focus was now on educating. Work was an important virtue during the Middle Ages and the Renaissance, but the people who worked were treated with contempt by the non-working elite. The 18th century brought an end to this. The advancing rich merchants class emphasized the importance of work and contributing to society for all people including the elite. Science was popular. The government and the elites tried to change the world and humanity positively by expanding the bureaucracy. Leading thinkers thought that education and the breach of barriers would liberate everybody from stupidity and oppression. Civic conversations were held in societies and scientific journals. Civic virtue also became a matter of public interest and discussion during the 18th century, in part because of the American Revolutionary War. An anecdote first published in 1906 has Benjamin Franklin answer a woman who asked him, "Well, Doctor, what have we got – a Republic or a Monarchy?" He responded: "A Republic, if you can keep it." The current use for this quotation is to bolster with Franklin's authority the opinion that republics require the cultivation of specific political beliefs, interests, and habits among their citizens, and that if those habits are not cultivated, they are in danger of falling back into some sort of authoritarian rule, such as a monarchy. American historian Gordon S. Wood called it a universal 18th-century assumption that, while no form of government was more beautiful than a republic, monarchies had various advantages: the pomp and circumstances surrounding them cultivated a sense that the rulers were in fact superior to the ruled and entitled to their obedience, and maintained order by their presence. By contrast, in a republic, the rulers were the servants of the public, and there could therefore be no sustained coercion from them. Laws had to be obeyed for the sake of conscience, rather than fear of the ruler's wrath. In a monarchy, people might be restrained by force to submit their own interest to their government's. In a republic, by contrast, people must be persuaded to submit their own interests to the government, and this voluntary submission constituted the 18th century's notion of civic virtue. In the absence of such persuasion, the authority of the government would collapse, and tyranny or anarchy were imminent. Authority for this ideal was found once more among the classical, and especially the Roman, political authors and historians. But since the Roman writers wrote during a time when the Roman republican ideal was fading away, its forms but not its spirit or substance being preserved in the Roman Empire, the 18th-century American and French revolutionaries read them with a spirit to determine how the Roman republic failed, and how to avoid repeating that failure. In his Reflections on the Rise and Fall of the Antient Republicks, the English Whig historian Edward Wortley Montagu sought to describe "the principal causes of that degeneracy of manners, which reduc'd those once brave and free people into the most abject slavery." Following this reading of Roman ideals, the American revolutionary Charles Lee envisioned a Spartan, egalitarian society where every man was a soldier and master of his own land, and where people were "instructed from early infancy to deem themselves property of the State.... (and) were ever ready to sacrifice their concerns to her interests." The agrarianism of Thomas Jefferson represents a similar belief system; Jefferson believed that the ideal republic was composed of independent, rural agriculturalists rather than urban tradesmen. These widely held ideals led American revolutionaries to found institutions such as the Society of the Cincinnati, named after the Roman farmer and dictator Lucius Quinctius Cincinnatus, who according to Livy left his farm to lead the army of the Roman republic during a crisis, and voluntarily returned to his plow once the crisis had passed. About Cincinnatus, Livy writes: Operae pretium est audire qui omnia prae diuitiis humana spernunt neque honori magno locum neque uirtuti putant esse, nisi ubi effuse afluant opes ....(It is worth while for those who disdain all human things for money, and who suppose that there is no room either for great honor or virtue, except where wealth is found, to listen to his story.) — Livy, Ab Urbe Condita, book III. Civic virtues were especially important during the 19th and 20th century.[according to whom?] Class and profession greatly affected the virtues of the individual, and there was a general division about what the best civic virtues were. Additionally several major ideologies came into being, each with their own ideas about civic virtues. Conservatism emphasized family values and obedience to the father and the state. Nationalism carried by masses of people made patriotism an important civic virtue. Liberalism combined republicanism with a belief in progress and liberalization based on capitalism. Civic virtues focused on individual behavior and responsibility were very important. Many liberals turned into socialists or conservatives in the end of the 19th century and early 20th century.[according to whom?] Others became social liberals, valuing capitalism with a strong government to protect the poor. A focus on agriculture and landed nobility was supplanted by a focus on industry and civil society. A number of institutions and organizations promote the idea of civic virtue in the older democracies. Among such organizations are the Boy Scouts of America, and Civil Air Patrol whose U.S. oath, Cadet Oath and Cadet Honor Code reflect a goal to foster habits aimed at serving a larger community: Boy Scouts of America Scout Oath: On my honor I will do my bestTo do my duty to God and my countryand to obey the Scout Law;To help other people at all times;To keep myself physically strong,mentally awake, and morally straight. Boy Scouts of America Scout Law: A Scout is Trustworthy, Loyal, Helpful, Friendly, Courteous, Kind, Obedient, Cheerful, Thrifty, Brave, Clean, and Reverent. Cadet Oath: I pledge that I will serve faithfully in the Civil Air Patrol Cadet Program, and that I will attend meetings regularly, participate actively in unit activities, obey my officers, wear my uniform properly, and advance my education and training rapidly to prepare myself to be of service to my community, state and nation. Air Force Academy Cadet Honor Code: We will not lie, steal, or cheat, nor tolerate among us anyone who does. Furthermore, I resolve to do my duty and live honorably (so help me God). Institutions that might be said to encourage civic virtue include the school, particularly with social studies courses, and the prison, namely in its rehabilitative function. Other, later phenomena associated with the concept of civic virtue include McGuffey's Eclectic Readers, a series of primary school textbooks whose compiler, William Holmes McGuffey, deliberately sought out patriotic and religious sentiments to instill these values in the children who read them. William Bennett, a Reagan administration cabinet member turned conservative commentator, produced The Book of Virtues: A Treasury of Great Moral Stories in 1993, another anthology of literary materials that might be[weasel words] considered an attempt to update McGuffey's concept. Comparable ideas in non-Western societies Confucianism, which specifies cultural virtues and traditions which all members of society are to observe, in particular the heads of households and those who govern, was the basis of Chinese society for more than 2000 years and is still influential in modern China. Its related concepts can be compared to the Western idea of civic virtue. Related concepts See also Footnotes Bibliography |
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[SOURCE: https://en.wikipedia.org/wiki/List_of_countries_by_number_of_broadband_Internet_subscriptions] | [TOKENS: 165] |
Contents List of sovereign states by number of broadband Internet subscriptions This article contains a sortable list of countries by number of broadband Internet subscriptions and penetration rates, using data compiled by the International Telecommunication Union. List The list includes figures for both fixed wired broadband subscriptions and mobile cellular subscriptions: Penetration rate is the percentage (%) of a country's population that are subscribers. A dash (—) is shown when data for 2012 is not available. Non-country and disputed areas are shown in italics. Taiwan is listed as a sovereign country. Note: Because a single Internet subscription may be shared by many people and a single person may have more than one subscription, the penetration rate will not reflect the actual level of access to broadband Internet of the population and penetration rates larger than 100% are possible. See also References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Products_and_applications_of_OpenAI] | [TOKENS: 4857] |
Contents Products and applications of OpenAI The American artificial intelligence (AI) organization OpenAI has released a variety of products and applications since its founding in 2013. Reinforcement learning At its beginning, OpenAI's research included many projects focused on reinforcement learning (RL). OpenAI has been viewed as an important competitor to DeepMind. Announced in 2016, Gym was an open-source Python library designed to facilitate the development of reinforcement learning algorithms. It aimed to standardize how environments are defined in AI research, making published research more easily reproducible while providing users with a simple interface for interacting with these environments. In 2022, new developments of Gym have been moved to the library Gymnasium. Released in 2018, Gym Retro is a platform for reinforcement learning (RL) research on video games using RL algorithms and study generalization. Prior RL research focused mainly on optimizing agents to solve single tasks. Gym Retro gives the ability to generalize between games with similar concepts but different appearances. Released in 2017, RoboSumo is a virtual world where humanoid metalearning robot agents initially lack knowledge of how to even walk, but are given the goals of learning to move and to push the opposing agent out of the ring. Through this adversarial learning process, the agents learn how to adapt to changing conditions. When an agent is then removed from this virtual environment and placed in a new virtual environment with high winds, the agent braces to remain upright, suggesting it had learned how to balance in a generalized way. OpenAI's Igor Mordatch argued that competition between agents could create an intelligence "arms race" that could increase an agent's ability to function even outside the context of the competition. OpenAI Five is a team of five OpenAI-curated bots used in the competitive five-on-five video game Dota 2, that learn to play against human players at a high skill level entirely through trial-and-error algorithms. Before becoming a team of five, the first public demonstration occurred at The International 2017, the annual premiere championship tournament for the game, where Dendi, a professional Ukrainian player, lost against a bot in a live one-on-one matchup. After the match, CTO Greg Brockman explained that the bot had learned by playing against itself for two weeks of real time, and that the learning software was a step in the direction of creating software that can handle complex tasks like a surgeon. The system uses a form of reinforcement learning, as the bots learn over time by playing against themselves hundreds of times a day for months, and are rewarded for actions such as killing an enemy and taking map objectives. By June 2018, the ability of the bots expanded to play together as a full team of five, and they were able to defeat teams of amateur and semi-professional players. At The International 2018, OpenAI Five played in two exhibition matches against professional players, but ended up losing both games. In April 2019, OpenAI Five defeated OG, the reigning world champions of the game at the time, 2:0 in a live exhibition match in San Francisco. The bots' final public appearance came later that month, where they played in 42,729 total games in a four-day open online competition, winning 99.4% of those games. OpenAI Five's mechanisms in Dota 2's bot player show the challenges of AI systems in multiplayer online battle arena (MOBA) games and how OpenAI Five has demonstrated the use of deep reinforcement learning (DRL) agents to achieve superhuman competence in Dota 2 matches. Developed in 2018, Dactyl uses machine learning to train a Shadow Hand, a human-like robot hand, to manipulate physical objects. It learns entirely in simulation using the same RL algorithms and training code as OpenAI Five. OpenAI tackled the object orientation problem by using domain randomization, a simulation approach which exposes the learner to a variety of experiences rather than trying to fit to reality. The setup for Dactyl, aside from having motion tracking cameras, also has RGB cameras to allow the robot to manipulate an arbitrary object by seeing it. In 2018, OpenAI showed that the system was able to manipulate a cube and an octagonal prism. In 2019, OpenAI demonstrated that Dactyl could solve a Rubik's Cube. The robot was able to solve the puzzle 60% of the time. Objects like the Rubik's Cube introduce complex physics that is harder to model. OpenAI did this by improving the robustness of Dactyl to perturbations by using Automatic Domain Randomization (ADR), a simulation approach of generating progressively more difficult environments. ADR differs from manual domain randomization by not needing a human to specify randomization ranges. API In June 2020, OpenAI announced a multi-purpose API which it said was "for accessing new AI models developed by OpenAI" to let developers call on it for "any English language AI task". AgentKit On October 6, 2025, Sam Altman announced OpenAI's new AgentKit at the 2025 Dev Day opening keynote. AgentKit is a new integrated suite of tools for building, deploying and optimizing AI agents. According to OpenAI, AgentKit builds upon its Responses API released in March, offering a more streamlined approach to agent creation. Several early adopters report significant time savings and efficiency gains when using the new agentic tools. Text generation The company has popularized generative pretrained transformers (GPT). The original paper on generative pre-training of a transformer-based language model was written by Alec Radford and his colleagues, and published as a preprint on OpenAI's website on June 11, 2018. It showed how a generative model of language could acquire world knowledge and process long-range dependencies by pre-training on a diverse corpus with long stretches of contiguous text. Generative Pre-trained Transformer 2 ("GPT-2") is an unsupervised transformer language model and the successor to OpenAI's original GPT model ("GPT-1"). GPT-2 was announced in February 2019, with only limited demonstrative versions initially released to the public. The full version of GPT-2 was not immediately released due to concerns about potential misuse, including applications for writing fake news. Some experts expressed skepticism that GPT-2 posed a significant threat. In response to GPT-2, the Allen Institute for Artificial Intelligence responded with a tool to detect "neural fake news". Other researchers, such as Jeremy Howard, warned of "the technology to totally fill Twitter, email, and the web up with reasonable-sounding, context-appropriate prose, which would drown out all other speech and be impossible to filter". In November 2019, OpenAI released the complete version of the GPT-2 language model. Several websites host interactive demonstrations of different instances of GPT-2 and other transformer models. GPT-2's authors argue that unsupervised language models are general-purpose learners, illustrated by GPT-2 achieving state-of-the-art accuracy and perplexity on 7 of 8 zero-shot tasks (i.e., the model was not further trained on any task-specific input-output examples). The corpus it was trained on, called WebText, contains slightly 40 gigabytes of text from URLs shared in Reddit submissions with at least 3 upvotes. It avoids certain issues encoding vocabulary with word tokens by using byte pair encoding. This permits representing any string of characters by encoding both individual characters and multiple-character tokens. First described in May 2020, Generative Pre-trained[a] Transformer 3 (GPT-3) is an unsupervised transformer language model and the successor to GPT-2. OpenAI stated that the full version of GPT-3 contained 175 billion parameters, two orders of magnitude larger than the 1.5 billion in the full version of GPT-2 (although GPT-3 models with as few as 125 million parameters were also trained). OpenAI stated that GPT-3 succeeded at certain "meta-learning" tasks and could generalize the purpose of a single input-output pair. The GPT-3 release paper gave examples of translation and cross-linguistic transfer learning between English and Romanian, and between English and German. GPT-3 dramatically improved benchmark results over GPT-2. OpenAI cautioned that such scaling-up of language models could be approaching or encountering the fundamental capability limitations of predictive language models. Pre-training GPT-3 required several thousand petaflop/s-days[b] of compute, compared to tens of petaflop/s-days for the full GPT-2 model. Like its predecessor, the GPT-3 trained model was not immediately released to the public for concerns of possible abuse, although OpenAI planned to allow access through a paid cloud API after a two-month free private beta that began in June 2020. On September 23, 2020, GPT-3 was licensed exclusively to Microsoft. Announced in mid-2021, Codex is a descendant of GPT-3 that has additionally been trained on code from 54 million GitHub repositories, and is the AI powering the code autocompletion tool GitHub Copilot. In August 2021, an API was released in private beta. According to OpenAI, the model can create working code in over a dozen programming languages, most effectively in Python. Several issues with glitches, design flaws and security vulnerabilities were cited. OpenAI announced that they would discontinue support for the Codex API on March 23, 2023. On March 14, 2023, OpenAI announced the release of Generative Pre-trained Transformer 4 (GPT-4), capable of accepting text or image inputs. They announced that the updated technology passed a simulated law school bar exam with a score around the top 10% of test takers. (By contrast, GPT-3.5 scored around the bottom 10%.) They said that GPT-4 could also read, analyze or generate up to 25,000 words of text, and write code in all major programming languages. Observers reported that the iteration of ChatGPT using GPT-4 was an improvement on the previous GPT-3.5-based iteration, with the caveat that GPT-4 retained some of the problems with earlier revisions. GPT-4 is also capable of taking images as input on ChatGPT. OpenAI has declined to reveal various technical details and statistics about GPT-4, such as the precise size of the model. On May 13, 2024, OpenAI announced and released GPT-4o, which can process and generate text, images and audio. GPT-4o achieved state-of-the-art results in voice, multilingual, and vision benchmarks, setting new records in audio speech recognition and translation. It scored 88.7% on the Massive Multitask Language Understanding (MMLU) benchmark compared to 86.5% by GPT-4. On July 18, 2024, OpenAI released GPT-4o mini, a smaller version of GPT-4o replacing GPT-3.5 Turbo on the ChatGPT interface. Its API costs $0.15 per million input tokens and $0.60 per million output tokens, compared to $5 and $15, respectively, for GPT-4o. OpenAI expects it to be particularly useful for enterprises, startups and developers seeking to automate services with AI agents. In March 2025, OpenAI released GPT-4o's native image generation feature, as an alternative to DALL-E 3. On February 27, 2025, OpenAI released GPT-4.5, codenamed Orion. Sam Altman claimed that GPT-4.5 would present inaccurate information less frequently than previous models, and described it as a "giant, expensive model". On April 14, 2025, OpenAI released the GPT-4.1 model. They also released two “smaller, faster, and cheaper” models including GPT-4.1 mini and GPT-4.1 nano. GPT-5 is OpenAI’s flagship model released on August 7, 2025. It replaced earlier models like GPT-4o, GPT-4.5, and o3. GPT-5 uses a dynamic router that chooses between quick responses and deeper “thinking” when needed. It can perform at PhD-level across domains like math, coding, health, and multimodal tasks. It also achieved a 74.9% on SWE-bench Verified and 88% on Aider polyglot. Reporters described the GPT-5 launch as a major milestone moving toward AGI, praising its intelligence, accessibility, and affordability. But some early feedback called it “evolutionary rather than revolutionary”, noting mixed results in creative writing and pointing to competition from models like Grok 4 Heavy. On September 12, 2024, OpenAI released the o1-preview and o1-mini models, which have been designed to take more time to think about their responses, leading to higher accuracy. These models are particularly effective in science, coding, and reasoning tasks, and were made available to ChatGPT Plus and Team members. In December 2024, o1-preview was replaced by o1. In March 2025, the o1-Pro model was made available through OpenAI's developer API, which was previously available to ChatGPT Pro users since December 2024. The pricing is $150 per million input tokens and $600 per million output tokens. On December 20, 2024, OpenAI unveiled o3, the successor of the o1 reasoning model. OpenAI also unveiled o3-mini, a lighter and faster version of OpenAI o3. As of December 21, 2024, this model is not available for public use. According to OpenAI, they are testing o3 and o3-mini. Until January 10, 2025, safety and security researchers had the opportunity to apply for early access to these models. The model is called o3 rather than o2 to avoid confusion with telecommunications services provider O2. In April 2025, OpenAI released o3 to all the paid users. o3 has enhance reasoning and problem-solving capabilities than o1. Deep research is an AI agent developed by OpenAI, unveiled on February 2, 2025. It leverages the capabilities of OpenAI's o3 model to perform extensive web browsing, data analysis, and synthesis, delivering comprehensive reports within a timeframe of 5 to 30 minutes. With browsing and Python tools enabled, it reached an accuracy of 26.6 percent on HLE (Humanity's Last Exam) benchmark. In April 2025, OpenAI started rolling out a lightweight version of Deep Research to all its ChatGPT free users. GPT-OSS (stylized as gpt-oss) is a set of open-weight reasoning models released by OpenAI on August 5, 2025. Currently, they come in two variants—a larger 117-billion-parameter model called gpt-oss-120b and a smaller 21-billion-parameter model called gpt-oss-20b. Both models are released under an Apache 2.0 licence, allowing commercial and non-commercial use. In terms of performance, they are comparable to o4-mini and o3-mini respectively, according to OpenAI. Image classification Revealed in 2021, CLIP (Contrastive Language–Image Pre-training) is a model that is trained to analyze the semantic similarity between text and images. It can notably be used for image classification. Text-to-image Revealed in 2021, DALL-E is a Transformer model that creates images from textual descriptions. DALL-E uses a 12-billion-parameter version of GPT-3 to interpret natural language inputs (such as "a green leather purse shaped like a pentagon" or "an isometric view of a sad capybara") and generate corresponding images. It can create images of realistic objects ("a stained-glass window with an image of a blue strawberry") as well as objects that do not exist in reality ("a cube with the texture of a porcupine"). As of March 2021, no API or code is available. In April 2022, OpenAI announced DALL-E 2, an updated version of the model with more realistic results. In December 2022, OpenAI published on GitHub software for Point-E, a new rudimentary system for converting a text description into a 3-dimensional model. In September 2023, OpenAI announced DALL-E 3, a more powerful model better able to generate images from complex descriptions without manual prompt engineering and render complex details like hands and text. It was released to the public as a ChatGPT Plus feature in October. Text-to-video Sora is a text-to-video model that can generate videos based on short descriptive prompts as well as extend existing videos forwards or backwards in time. It can generate videos with resolution up to 1920x1080 or 1080x1920. The maximal length of generated videos is unknown. Sora's development team named it after the Japanese word for "sky", to signify its "limitless creative potential". Sora's technology is an adaptation of the technology behind the DALL·E 3 text-to-image model. OpenAI trained the system using publicly-available videos as well as copyrighted videos licensed for that purpose, but did not reveal the number or the exact sources of the videos. OpenAI demonstrated some Sora-created high-definition videos to the public on February 15, 2024, stating that it could generate videos up to one minute long. It also shared a technical report highlighting the methods used to train the model, and the model's capabilities. It acknowledged some of its shortcomings, including struggles simulating complex physics. Will Douglas Heaven of the MIT Technology Review called the demonstration videos "impressive", but noted that they must have been cherry-picked and might not represent Sora's typical output. Despite skepticism from some academic leaders following Sora's public demo, notable entertainment-industry figures have shown significant interest in the technology's potential. In an interview, actor/filmmaker Tyler Perry expressed his astonishment at the technology's ability to generate realistic video from text descriptions, citing its potential to revolutionize storytelling and content creation. He said that his excitement about Sora's possibilities was so strong that he had decided to pause plans for expanding his Atlanta-based movie studio. Sora 2 was unveiled on September 30, 2025, with an iOS app at the same time. Speech-to-text Released in 2022, Whisper is a general-purpose speech recognition model. It is trained on a large dataset of diverse audio and is also a multi-task model that can perform multilingual speech recognition as well as speech translation and language identification. Music generation Released in 2019, MuseNet is a deep neural net trained to predict subsequent musical notes in MIDI music files. It can generate songs with 10 instruments in 15 styles. According to The Verge, a song generated by MuseNet tends to start reasonably but then fall into chaos the longer it plays. In pop culture, initial applications of this tool were used as early as 2020 for the internet psychological thriller Ben Drowned to create music for the titular character. Released in 2020, Jukebox is an open-sourced algorithm to generate music with vocals. After training on 1.2 million samples, the system accepts a genre, an artist, and a snippet of lyrics and outputs song samples. OpenAI stated the songs "show local musical coherence [and] follow traditional chord patterns" but acknowledged that the songs lack "familiar larger musical structures such as choruses that repeat" and that "there is a significant gap" between Jukebox and human-generated music. The Verge stated "It's technologically impressive, even if the results sound like mushy versions of songs that might feel familiar", while Business Insider stated "surprisingly, some of the resulting songs are catchy and sound legitimate". User interfaces In 2018, OpenAI launched the Debate Game, which teaches machines to debate toy problems in front of a human judge. The purpose is to research whether such an approach may assist in auditing AI decisions and in developing explainable AI. Released in 2020, Microscope is a collection of visualizations of every significant layer and neuron of eight neural network models which are often studied in interpretability. Microscope was created to analyze the features that form inside these neural networks easily. The models included are AlexNet, VGG-19, different versions of Inception, and different versions of CLIP Resnet. Launched in November 2022, ChatGPT is a generative AI chatbot that uses OpenAI's GPT models to generate content. Users can interact with it through text or voice conversations. It can generate images using GPT-4o, which replaced DALL-E 3. ChatGPT gained 100 million users during the two months following its launch. OpenAI launched multiple subscription plans: Plus, Pro, Team, and Enterprise. Users on ChatGPT's free tier can access GPT-4o, but at a reduced limit. The ChatGPT subscriptions "Plus", "Pro", "Team", and "Enterprise" provide increased usage limits and access to additional features or models. In May 2023, OpenAI launched a user interface for ChatGPT for the App Store on iOS and later in July 2023 for the Play Store on Android. In December 2024, OpenAI launched a new feature allowing users to call ChatGPT for up to 15 minutes per month for free. SearchGPT, a prototype search engine developed by OpenAI, was unveiled on July 25, 2024, with an initial limited release to 10,000 test users. It combines traditional search engine features with generative AI capabilities. In October 2025, OpenAI released a web browser called ChatGPT Atlas. Stargate and other supercomputers Unveiled in 2024, Stargate was initially a $100 billion project between OpenAI and Microsoft to build data-centers. The name "Stargate" is a homage to the 1994 sci-fi film Stargate. It eventually became a company, Stargate LLC, which was founded in January 2025 as a partnership between OpenAI, Oracle, SoftBank and MGX. Hardware development On May 21, 2025, OpenAI announced the acquisition of io, an AI hardware startup founded by former Apple designer Jony Ive. The deal, valued at approximately $6.5 billion, marks OpenAI's strategic entry into the consumer hardware market. Ive, known for designing the iPhone, iPad and iMac, will lead hardware and design efforts for OpenAI. OpenAI CEO Sam Altman and Ive have expressed a shared vision for developing AI-native devices that go beyond conventional screens and interfaces. Though specific product details have not been released, the Washington Post reports that Ive and Altman have already been working on a new product. "The first one I’ve been working on has just completely captured my imagination,” said Jony Ive. Altman added, “I think it is the coolest piece of technology that the world will have ever seen.” The company has also started to work in the robotics space with the goal of creating general purpose robots. Selected bibliography This section lists the main official publications from OpenAI on its GPT models. See also Notes References |
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-352] | [TOKENS: 12858] |
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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Contents Civilization A civilization (/sɪvəlɪˈzeɪʃən/; also spelled civilisation in British English) is any complex society characterized by the development of the state, social stratification, urbanization, and symbolic systems of communication beyond signed or spoken languages (namely, writing systems). Civilizations are organized around densely populated settlements, divided into more or less rigid hierarchical social classes of division of labour, often with a ruling elite and subordinate urban and rural populations, which engage in intensive agriculture, mining, small-scale manufacture and trade. Civilization concentrates power, extending human control over the rest of nature, including over other human beings. Civilizations are characterized by elaborate agriculture, architecture, infrastructure, technological advancement, currency, taxation, regulation, and specialization of labour. Historically, a civilization has often been understood as a larger and "more advanced" culture, in implied contrast to smaller, supposedly less advanced cultures, even societies within civilizations themselves and within their histories. Generally civilization contrasts with non-centralized tribal societies, including the cultures of nomadic pastoralists, Neolithic societies, or hunter-gatherers. The word civilization relates to the Latin civitas or 'city'. As the National Geographic Society has explained it: "This is why the most basic definition of the word civilization is 'a society made up of cities.'" The earliest emergence of civilizations is generally connected with the final stages of the Neolithic Revolution in West Asia, culminating in the relatively rapid process of urban revolution and state formation, a political development associated with the appearance of a governing elite. History of the concept The English word civilization comes from the French civilisé ('civilized'), from Latin: civilis ('civil'), related to civis ('citizen') and civitas ('city'). The fundamental treatise is Norbert Elias's The Civilizing Process (1939), which traces social mores from medieval courtly society to the early modern period.[a] In The Philosophy of Civilization (1923), Albert Schweitzer outlines two opinions: one purely material and the other material and ethical. He said that the world crisis was from humanity losing the ethical idea of civilization, "the sum total of all progress made by man in every sphere of action and from every point of view in so far as the progress helps towards the spiritual perfecting of individuals as the progress of all progress". Related words like "civility" developed in the mid-16th century. The abstract noun "civilization", meaning "civilized condition", came in the 1760s, again from French. The first known use in French is in 1757, by Victor de Riqueti, marquis de Mirabeau, and the first use in English is attributed to Adam Ferguson, who in his 1767 Essay on the History of Civil Society wrote, "Not only the individual advances from infancy to manhood but the species itself from rudeness to civilisation". The word was therefore opposed to barbarism or rudeness, in the active pursuit of progress characteristic of the Age of Enlightenment. In the late 1700s and early 1800s, during the French Revolution, "civilization" was used in the singular, never in the plural, and meant the progress of humanity as a whole. This is still the case in French. The use of "civilizations" as a countable noun was in occasional use in the 19th century,[b] but has become much more common in the later 20th century, sometimes just meaning culture (itself in origin an uncountable noun, made countable in the context of ethnography). Only in this generalized sense does it become possible to speak of a "medieval civilization", which in Elias's sense would have been an oxymoron. Using the terms "civilization" and "culture" as equivalents is controversial and generally rejected, so that, for example, some types of culture are not normally described as civilizations. Already in the 18th century, civilization was not always seen as an improvement. One historically important distinction between culture and civilization is from the writings of Rousseau, particularly his work about education, Emile. Here, civilization, being more rational and socially driven, is not fully in accord with human nature, and "human wholeness is achievable only through the recovery of or approximation to an original discursive or pre-rational natural unity" (see noble savage). From this, a new approach was developed, especially in Germany, first by Johann Gottfried Herder and later by philosophers such as Kierkegaard and Nietzsche. This sees cultures as natural organisms, not defined by "conscious, rational, deliberative acts", but a kind of pre-rational "folk spirit". Civilization, in contrast, though more rational and more successful in material progress, is unnatural and leads to "vices of social life" such as guile, hypocrisy, envy and avarice. In World War II, Leo Strauss, having fled Germany, argued in New York that this opinion of civilization was behind Nazism and German militarism and nihilism. Characteristics Social scientists such as V. Gordon Childe have named a number of traits that distinguish a civilization from other kinds of society. Civilizations have been distinguished by their means of subsistence, types of livelihood, settlement patterns, forms of government, social stratification, economic systems, literacy and other cultural traits. Andrew Nikiforuk argues that "civilizations relied on shackled human muscle. It took the energy of slaves to plant crops, clothe emperors, and build cities" and considers slavery to be a common feature of pre-modern civilizations. All civilizations have depended on agriculture for subsistence, with the possible exception of some early civilizations in Peru which may have depended upon maritime resources. Most developed and permanent civilizations depended on cereal agriculture. The traditional "surplus model" postulates that cereal farming results in accumulated storage and a surplus of food, particularly when people use intensive agricultural techniques such as artificial fertilization, irrigation and crop rotation. It is possible but more difficult to accumulate horticultural production, and so civilizations based on horticultural gardening have been very rare. Grain surpluses have been especially important because grain can be stored for a long time. Research from the Journal of Political Economy contradicts the surplus model. It postulates that horticultural gardening was more productive than cereal farming. However, only cereal farming produced civilization because of the appropriability of the yearly harvest. Rural populations that could only grow cereals could be taxed allowing for a taxing elite and urban development. This also had a negative effect on the rural population, increasing relative agricultural output per farmer. Farming efficiency created food surplus and sustained the food surplus through decreasing rural population growth in favour of urban growth. Suitability of highly productive roots and tubers was in fact a curse of plenty, which prevented the emergence of states and impeded economic development. A surplus of food permits some people to do things besides producing food for a living: early civilizations included soldiers, artisans, priests and priestesses, and other people with specialized careers. A surplus of food results in a division of labour and a more diverse range of human activity, a defining trait of civilizations. However, in some places hunter-gatherers have had access to food surpluses, such as among some of the indigenous peoples of the Pacific Northwest and perhaps during the Mesolithic Natufian culture. It is possible that food surpluses and relatively large scale social organization and division of labour predates plant and animal domestication. Civilizations have distinctly different settlement patterns from other societies. The word civilization is sometimes defined as "living in cities". Non-farmers tend to gather in cities to work and to trade. Compared with other societies, civilizations have a more complex political structure, namely the state. State societies are more stratified than other societies; there is a greater difference among the social classes. The ruling class, normally concentrated in the cities, has control over much of the surplus and exercises its will through the actions of a government or bureaucracy. Morton Fried, a conflict theorist and Elman Service, an integration theorist, have classified human cultures based on political systems and social inequality. This system of classification contains four categories. Economically, civilizations display more complex patterns of ownership and exchange than less organized societies. Living in one place allows people to accumulate more personal possessions than nomadic people. Some people also acquire landed property, or private ownership of the land. Because a percentage of people in civilizations do not grow their own food, they must trade their goods and services for food in a market system, or receive food through the levy of tribute, redistributive taxation, tariffs or tithes from the food producing segment of the population. Early human cultures functioned through a gift economy supplemented by limited barter systems. By the early Iron Age, contemporary civilizations developed money as a medium of exchange for increasingly complex transactions. In a village, the potter makes a pot for the brewer and the brewer compensates the potter by giving him a certain amount of beer. In a city, the potter may need a new roof, the roofer may need new shoes, the cobbler may need new horseshoes, the blacksmith may need a new coat and the tanner may need a new pot. These people may not be personally acquainted with one another and their needs may not occur all at the same time. A monetary system is a way of organizing these obligations to ensure that they are fulfilled. From the days of the earliest monetarized civilizations, monopolistic controls of monetary systems have benefited the social and political elites. The transition from simpler to more complex economies does not necessarily mean an improvement in the living standards of the populace. For example, although the Middle Ages is often portrayed as an era of decline from the Roman Empire, studies have shown that the average stature of males in the Middle Ages (c. 500 to 1500 CE) was greater than it was for males during the preceding Roman Empire and the succeeding Early Modern Period (c. 1500 to 1800 CE). Also, the Plains Indians of North America in the 19th century were taller than their "civilized" American and European counterparts. The average stature of a population is a good measurement of the adequacy of its access to necessities, especially food, and its freedom from disease. Writing, developed first by people in Sumer, is considered a hallmark of civilization and "appears to accompany the rise of complex administrative bureaucracies or the conquest state". Traders and bureaucrats relied on writing to keep accurate records. Like money, the writing was necessitated by the size of the population of a city and the complexity of its commerce among people who are not all personally acquainted with each other. However, writing is not always necessary for civilization, as shown by the Inca civilization of the Andes, which did not use writing at all but except for a complex recording system consisting of knotted strings of different lengths and colours: the "Quipus", and still functioned as a civilized society. Aided by their division of labour and central government planning, civilizations have developed many other diverse cultural traits. These include organized religion, development in the arts, and countless new advances in science and technology. Assessments of what level of civilization a polity has reached are based on comparisons of the relative importance of agricultural as opposed to trading or manufacturing capacities, the territorial extensions of its power, the complexity of its division of labour, and the carrying capacity of its urban centres. Secondary elements include a developed transportation system, writing, standardized measurement, currency, contractual and tort-based legal systems, art, architecture, mathematics, scientific understanding, metallurgy, political structures, and organized religion. The idea of civilization implies a progression or development from a previous "uncivilized" state. Traditionally, cultures that defined themselves as "civilized" often did so in contrast to other societies or human groupings viewed as less civilized, calling the latter barbarians, savages, and primitives. Indeed, the modern Western idea of civilization developed as a contrast to the indigenous cultures European settlers encountered during the European colonization of the Americas and Australia. The term "primitive," though once used in anthropology, has now been largely condemned by anthropologists because of its derogatory connotations and because it implies that the cultures it refers to are relics of a past time that do not change or progress. Because of this, societies regarding themselves as "civilized" have sometimes sought to dominate and assimilate "uncivilized" cultures into a "civilized" way of living. In the 19th century, the idea of European culture as "civilized" and superior to "uncivilized" non-European cultures was fully developed, and civilization became a core part of European identity. The idea of civilization can also be used as a justification for dominating another culture and dispossessing a people of their land. For example, in Australia, British settlers justified the displacement of Indigenous Australians by observing that the land appeared uncultivated and wild, which to them reflected that the inhabitants were not civilized enough to "improve" it. The behaviours and modes of subsistence that characterize civilization have been spread by colonization, invasion, religious conversion, the extension of bureaucratic control and trade, and by the introduction of new technologies to cultures that did not previously have them. Though aspects of culture associated with civilization can be freely adopted through contact between cultures, since early modern times Eurocentric ideals of "civilization" have been widely imposed upon cultures through coercion and dominance. These ideals complemented a philosophy that assumed there were innate differences between "civilized" and "uncivilized" peoples. Cultural identity "Civilization" can also refer to the culture of a complex society, not just the society itself. Every society, civilization or not, has a specific set of ideas and customs, and a certain set of manufactures and arts that make it unique. Civilizations tend to develop intricate cultures, including a state-based decision-making apparatus, a literature, professional art, architecture, organized religion and complex customs of education, coercion and control associated with maintaining the elite. The intricate culture associated with civilization has a tendency to spread to and influence other cultures, sometimes assimilating them into the civilization, a classic example being Chinese civilization and its influence on nearby civilizations such as Korea, Japan and Vietnam Many civilizations are actually large cultural spheres containing many nations and regions. The civilization in which someone lives is that person's broadest cultural identity. It is precisely the protection of this cultural identity that is becoming increasingly important nationally and internationally. According to international law, the United Nations and UNESCO try to set up and enforce relevant rules. The aim is to preserve the cultural heritage of humanity and also the cultural identity, especially in the case of war and armed conflict. According to Karl von Habsburg, President of Blue Shield International, the destruction of cultural assets is also part of psychological warfare. The target of the attack is often the opponent's cultural identity, which is why symbolic cultural assets become a main target. It is also intended to destroy the particularly sensitive cultural memory (museums, archives, monuments, etc.), the grown cultural diversity, and the economic basis (such as tourism) of a state, region or community. Many historians have focused on these broad cultural spheres and have treated civilizations as discrete units. Early twentieth-century philosopher Oswald Spengler, uses the German word Kultur, "culture", for what many call a "civilization". Spengler believed a civilization's coherence is based on a single primary cultural symbol. Cultures experience cycles of birth, life, decline, and death, often supplanted by a potent new culture, formed around a compelling new cultural symbol. Spengler states civilization is the beginning of the decline of a culture as "the most external and artificial states of which a species of developed humanity is capable". This "unified culture" concept of civilization also influenced the theories of historian Arnold J. Toynbee in the mid-twentieth century. Toynbee explored civilization processes in his multi-volume A Study of History, which traced the rise and, in most cases, the decline of 21 civilizations and five "arrested civilizations". Civilizations generally declined and fell, according to Toynbee, because of the failure of a "creative minority", through moral or religious decline, to meet some important challenge, rather than mere economic or environmental causes. Samuel P. Huntington defines civilization as "the highest cultural grouping of people and the broadest level of cultural identity people have short of that which distinguishes humans from other species". Complex systems Another group of theorists, making use of systems theory, looks at a civilization as a complex system, i.e., a framework by which a group of objects can be analysed that work in concert to produce some result. Civilizations can be seen as networks of cities that emerge from pre-urban cultures and are defined by the economic, political, military, diplomatic, social and cultural interactions among them. Any organization is a complex social system and a civilization is a large organization. Systems theory helps guard against superficial and misleading analogies in the study and description of civilizations. Systems theorists look at many types of relations between cities, including economic relations, cultural exchanges and political/diplomatic/military relations. These spheres often occur on different scales. For example, trade networks were, until the nineteenth century, much larger than either cultural spheres or political spheres. Extensive trade routes, including the Silk Road through Central Asia and Indian Ocean sea routes linking the Roman Empire, Persian Empire, India and China, were well established 2000 years ago when these civilizations scarcely shared any political, diplomatic, military, or cultural relations. The first evidence of such long-distance trade is in the ancient world. During the Uruk period, Guillermo Algaze has argued that trade relations connected Egypt, Mesopotamia, Iran and Afghanistan. Resin found later in the Royal Cemetery at Ur is suggested was traded northwards from Mozambique. Many theorists argue that the entire world has already become integrated into a single "world system", a process known as globalization. Different civilizations and societies all over the globe are economically, politically, and even culturally interdependent in many ways. There is debate over when this integration began, and what sort of integration – cultural, technological, economic, political, or military-diplomatic – is the key indicator in determining the extent of a civilization. David Wilkinson has proposed that economic and military-diplomatic integration of the Mesopotamian and Egyptian civilizations resulted in the creation of what he calls the "Central Civilization" around 1500 BCE. Central Civilization later expanded to include the entire Middle East and Europe, and then expanded to a global scale with European colonization, integrating the Americas, Australia, China and Japan by the nineteenth century. According to Wilkinson, civilizations can be culturally heterogeneous, like the Central Civilization, or homogeneous, like the Japanese civilization. What Huntington calls the "clash of civilizations" might be characterized by Wilkinson as a clash of cultural spheres within a single global civilization. Others point to the Crusading movement as the first step in globalization. The more conventional viewpoint is that networks of societies have expanded and shrunk since ancient times, and that the current globalized economy and culture is a product of recent European colonialism.[citation needed] History The notion of human history as a succession of "civilizations" is an entirely modern one. In the European Age of Discovery, emerging Modernity was put into stark contrast with the Neolithic and Mesolithic stage of the cultures of many of the peoples they encountered.[obsolete source] Nonetheless, developments in the Neolithic stage, such as agriculture and sedentary settlement, were critical to the development of modern conceptions of civilization. The Natufian culture in the Levantine corridor provides the earliest case of a Neolithic Revolution, with the planting of cereal crops attested from c. 11,000 BCE. The earliest neolithic technology and lifestyle were established first in Western Asia (for example at Göbekli Tepe, from about 9,130 BCE), later in the Yellow River and Yangtze basins in China (for example the Peiligang and Pengtoushan cultures), and from these cores spread across Eurasia. Mesopotamia is the site of the earliest civilizations developing from 7,400 years ago. This area has been evaluated by Beverley Milton-Edwards as having "inspired some of the most important developments in human history including the invention of the wheel, the building of the earliest cities and the development of written cursive script". Similar pre-civilized "neolithic revolutions" also began independently from 7,000 BCE in northwestern South America (the Caral-Supe civilization) and in Mesoamerica. The Black Sea area served as a cradle of European civilization. The site of Solnitsata – a prehistoric fortified (walled) stone settlement (prehistoric proto-city) (5500–4200 BCE) – is believed by some archaeologists to be the oldest known town in present-day Europe. The 8.2 Kiloyear Arid Event and the 5.9 Kiloyear Inter-pluvial saw the drying out of semiarid regions and a major spread of deserts. This climate change shifted the cost-benefit ratio of endemic violence between communities, which saw the abandonment of unwalled village communities and the appearance of walled cities, seen by some as a characteristic of early civilizations. This "urban revolution"—a term introduced by Childe in the 1930s—from the 4th millennium BCE, marked the beginning of the accumulation of transferable economic surpluses, which helped economies and cities develop. Urban revolutions were associated with the state monopoly of violence, the appearance of a warrior (or soldier) class and endemic warfare (a state of continual or frequent warfare), the rapid development of hierarchies, and the use of human sacrifice. The civilized urban revolution in turn was dependent upon the development of sedentism, the domestication of grains, plants and animals, the permanence of settlements and development of lifestyles that facilitated economies of scale and accumulation of surplus production by particular social sectors. The transition from complex cultures to civilizations, while still disputed, seems to be associated with the development of state structures, in which power was further monopolized by an elite ruling class who practiced human sacrifice. Towards the end of the Neolithic period, various elitist Chalcolithic civilizations began to rise in various "cradles" from around 3600 BCE beginning with Mesopotamia, expanding into large-scale kingdoms and empires in the course of the Bronze Age (Akkadian Empire, Indus Valley Civilization, Old Kingdom of Egypt, Neo-Sumerian Empire, Middle Assyrian Empire, Babylonian Empire, Hittite Empire, and to some degree the territorial expansions of the Elamites, Hurrians, Amorites and Ebla). Outside the Old World, development took place independently in the Pre-Columbian Americas. Urbanization in the Caral-Supe civilization in what is now coastal Peru began about 3500 BCE. In North America, the Olmec civilization emerged about 1200 BCE; the oldest known Mayan city, located in what is now Guatemala, dates to about 750 BCE. and Teotihuacan (near the modern Mexico City) was one of the largest cities in the world in 350 CE, with a population of about 125,000. The Bronze Age collapse was followed by the Iron Age around 1200 BCE, during which a number of new civilizations emerged, culminating in a period from the 8th to the 3rd century BCE which Karl Jaspers termed the Axial Age, presented as a critical transitional phase leading to classical civilization. A major technological and cultural transition to modernity began approximately 1500 CE in Western Europe, and from this beginning new approaches to science and law spread rapidly around the world, incorporating earlier cultures into the technological and industrial society of the present. Fall of civilizations Civilizations are traditionally understood as ending in one of two ways; either through incorporation into another expanding civilization (e.g. as Ancient Egypt was incorporated into Hellenistic Greek, and subsequently Roman civilizations), or by collapsing and reverting to a simpler form of living, as happens in so-called Dark Ages. There have been many explanations put forward for the collapse of civilization. Some focus on historical examples, and others on general theory. Future According to political scientist Samuel P. Huntington, the 21st century will be characterized by a clash of civilizations, which he believes will replace the conflicts between nation-states and ideologies that were prominent in the 19th and 20th centuries. However, this viewpoint has been strongly challenged by others such as Edward Said, Muhammed Asadi and Amartya Sen. Ronald Inglehart and Pippa Norris have argued that the "true clash of civilizations" between the Muslim world and the West is caused by the Muslim rejection of the West's more liberal sexual values, rather than a difference in political ideology, although they note that this lack of tolerance is likely to lead to an eventual rejection of (true) democracy. In Identity and Violence Sen questions if people should be divided along the lines of a supposed "civilization", defined by religion and culture only. He argues that this ignores the many others identities that make up people and leads to a focus on differences. Cultural historian Morris Berman argues in Dark Ages America: the End of Empire that in the corporate consumerist United States, the very factors that once propelled it to greatness―extreme individualism, territorial and economic expansion, and the pursuit of material wealth―have pushed the United States across a critical threshold where collapse is inevitable. Politically associated with over-reach, and as a result of the environmental exhaustion and polarization of wealth between rich and poor, he concludes the current system is fast arriving at a situation where continuation of the existing system saddled with huge deficits and a hollowed-out economy is physically, socially, economically and politically impossible. Although developed in much more depth, Berman's thesis is similar in some ways to that of Urban Planner, Jane Jacobs who argues that the five pillars of United States culture are in serious decay: community and family; higher education; the effective practice of science; taxation and government; and the self-regulation of the learned professions. The corrosion of these pillars, Jacobs argues, is linked to societal ills such as environmental crisis, racism and the growing gulf between rich and poor. Cultural critic and author Derrick Jensen argues that modern civilization is directed towards the domination of the environment and humanity itself in an intrinsically harmful, unsustainable, and self-destructive fashion. Defending his definition both linguistically and historically, he defines civilization as "a culture... that both leads to and emerges from the growth of cities", with "cities" defined as "people living more or less permanently in one place in densities high enough to require the routine importation of food and other necessities of life". This need for civilizations to import ever more resources, he argues, stems from their over-exploitation and diminution of their own local resources. Therefore, civilizations inherently adopt imperialist and expansionist policies and, to maintain these, highly militarized, hierarchically structured, and coercion-based cultures and lifestyles. The Kardashev scale classifies civilizations based on their level of technological advancement, specifically measured by the amount of energy a civilization is able to harness. The scale is only hypothetical, but it puts energy consumption in a cosmic perspective. The Kardashev scale makes provisions for civilizations far more technologically advanced than any currently known to exist. An alternative view suggests that Kardashev’s idea of ever increasing energy consumption may itself reflect a relatively crude phase of our technological development, rather than a universal principle. Future civilization will instead be characterized by technological minimalism, in which highly advanced society seeks to maximize effectiveness while minimizing energy use. Rather than pursuing ever-increasing levels of power consumption, such civilization might focus on optimization, efficiency, and extreme miniaturization. Mastery of quantum-scale engineering could allow them to perform complex functions using only negligible amounts of energy. A sufficiently advanced technological society might also choose to separate its technological systems from the surrounding environment. Viewed from interstellar distances, such a world could appear pristine—supporting a flourishing natural biosphere, with little or no visible trace of industry or artificial modification . Non-human civilizations The current scientific consensus is that human beings are the only animal species with the cognitive ability to create civilizations that has emerged on Earth. A recent thought experiment, the silurian hypothesis, however, considers whether it would "be possible to detect an industrial civilization in the geological record" given the paucity of geological information about eras before the quaternary. Astronomers speculate about the existence of communicating intelligent civilizations within and beyond the Milky Way galaxy, usually using variants of the Drake equation. They conduct searches for such intelligences – such as for technological traces, called "technosignatures". The proposed proto-scientific field "xenoarchaeology" is concerned with the study of artifact remains of non-human civilizations to reconstruct and interpret past lives of alien societies if such get discovered and confirmed scientifically. See also Notes References Bibliography Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/List_of_people_named_in_the_Epstein_files] | [TOKENS: 21977] |
List of people named in the Epstein files The Epstein files comprise over six million pages of documents detailing the activities of American financier and convicted child sex offender Jeffrey Epstein. So far about three and a half million files have been made public, among them 180,000 images and 2,000 videos. The U.S. Justice Department claimed having redacted all and only the names of victims and of law enforcement officials, yet it released the names of nearly 100 Epstein victims. Many members of the transnational capitalist class appeared in the files, as well as prominent figures in academia, politics, royalty, entertainment, and other areas. The revelation of some of the names has led to public backlash. As of February 2026[update], the only individual convicted for activities related to Epstein's crimes is Ghislaine Maxwell, the only individuals having been charged for activities related to Epstein's crimes are Jean-Luc Brunel and Thorbjørn Jagland. No wrongdoing is established by merely appearing in the documents and people featured in the files commonly deny any wrongdoing in relation to Epstein's life and crimes. Contents Background According to the Department of Justice (DOJ), the Epstein files comprise over six million pages. So far about three and a half million files have been made public, among them 180,000 images and 2,000 videos detailing the activities of American financier and convicted child sex offender Jeffrey Epstein. In January 2026, the DOJ released about three million documents, mostly photos one month earlier, and almost 12,300 documents in November 2025. In September, the House Oversight Committee released tens of thousands of pages; almost all of them were already in public. House Democrats on the committee released a list of the most prominent names in them. The DOJ claimed that only names of victims and of law enforcement officials were redacted, yet released the names of nearly 100 Epstein victims in the files. Representative Ro Khanna, after viewing unredacted files, claimed that some redacted segments at the time—such as one labeling Les Wexner as a co-conspirator—did not follow this statement. The names of many public figures appeared in the files. These include: powerful men; people in wealthy circles and academics; politicians, royals, musicians, and actors. No wrongdoing is established by merely appearing in the documents and it is common that people featured in the files have denied any wrongdoing in relation to Epstein's life and crimes. Yet the revelation of the names in the files released led to what the The Washington Post called "a wave of resignations and investigations". As of February 2026[update], the only individual convicted for activities related to Epstein's crimes is Ghislaine Maxwell, and the only individuals prosecuted for activities related to Epstein's crimes are Jean-Luc Brunel and Thorbjørn Jagland. In February 2026, JPMorgan Chase Bank settled with Epstein's victims for $290 million. A Woody Allen and his wife were regular guests at the Upper East Side townhouse from 2010 onward. In a letter for Epstein's 63rd birthday, Allen wrote "Always accept. Always interesting" regarding the dinners. Photographs showed Allen and Epstein together, including on a private plane alongside Larry Summers. Emails showed Epstein helping Allen's daughter get into Bard College by connecting her to Leon Botstein. Anil Ambani and Epstein were introduced by Sultan Ahmed bin Sulayem, Ambani seeking White House connections. In March 2017, Epstein suggested a "tall Swedish blonde woman, to make fun to visit" to Anil, who responded: "Arrange that." The day Modi secured re-election in 2019, Ambani visited Epstein's Manhattan townhouse; Epstein told Steve Bannon on that evening that a representative of Modi claimed there was limited access to U.S. officials in Washington. Eva Andersson-Dubin was Epstein's girlfriend for 11 years before marrying Glenn Dubin. The Dubins flew on Epstein's planes at least 18 times between 1996 and 2005. In a 2010 email, Andersson-Dubin invited Epstein, suggesting that her daughter "will have 5 friends over". Dan Ariely had a longstanding relationship with Epstein. In one email Ariely asked Epstein for the name and email of a "redhead" he met earlier. Peter Attia's name appeared over 1,700 times in the files. In one email, Attia told Epstein: "the life you lead is so outrageous, and yet I can't tell a soul". Attia stepped down from his position as science officer for a protein bar manufacturer and lost his position as an advisor for a sleep tech company, but CBS News decided to keep him as contributor. José María Aznar, the former Prime Minister of Spain, and his wife Ana Botella are listed in the files as recipients of two parcels from Epstein, the first in 2003 and the second in 2004. The contents of the packages were not specified. B Joscha Bach is a German cognitive scientist whose work at the MIT Media Lab has been subsidized by Epstein. Bach wrote to Epstein in 2016 that "black kids in the US have slower cognitive development" and that women "tend to find abstract systems, conflicts and mechanisms intrinsically boring". Bach stated he kept connected to Epstein after his conviction because academics recommended him as a funding source and vouched for his reformation. Doug Band is an American businessman and lawyer, and a former aide to Bill Clinton. Emails released in 2026 show that Band and Ghislaine Maxwell exchanged flirtatious emails in 2002, and that the two facilitated connections between Clinton and Epstein. Emails between Maxwell and Epstein further indicate that the pair purchased a $35,000 Audemars Piguet watch as a Christmas gift for Band in 2005, and show that Band received an invitation from Maxwell for dinner with a "sluty [sic] Spanish girl". Band also flew on Epstein's private jet more than 35 times. As questions about Maxwell's conduct grew, Band appears to have distanced Clinton from her; in 2011, he directed a fellow Clinton aide to "remove" Maxwell "from all lists" granting her access to Clinton-related events. Steve Bannon is an American media executive, political strategist, pundit and former chief strategist of the White House. The documents included thousands of text messages between the alt-right populist and Epstein, particularly from 2018 and 2019. The messages showed the two discussing efforts to influence international geopolitics, including shaping European coalitions, increasing pressure on China, and forging business ties in the Middle East. Epstein offered Bannon the use of a Paris apartment, a Palm Beach house, and his plane on multiple occasions; the two dined together frequently. Bannon provided media training to Epstein as part of work on a documentary and coached him as he faced increasing media scrutiny in early 2019. Bannon did not immediately respond to requests for comment. In 2018, Bannon suggested Epstein establish a "center for human trafficking, teenage prostitution etc..." to help rehabilitate Epstein's image. A 2018 exchange focused on Donald Trump's threats at the time to oust Federal Reserve Chairman Jerome Powell, whom he had named to the post just the year prior. In July 2019, Epstein shared an article reporting of Tommy Robinson's contempt of court case in 2018 with Bannon, to which Bannon proclaimed Robinson as the "backbone of England". In response, Epstein replied: "Thats, why the pound so low. [sic]" Ehud Barak is a former prime minister and Minister of Defense of Israel. A September 2013 email showed Barak informing Epstein that Larry Summers had withdrawn from consideration to chair the Federal Reserve, writing, "A major blow to a friend. ... Now he'll probably be free in the next few days." Later that day, Epstein emailed Barak to schedule meetings for him with billionaire banker Ariane de Rothschild and an individual referred to as the "kissinger china guy". A representative for Barak did not respond to a request for comment. In a 2013 recording of Barak and Epstein released by the DOJ, Epstein encouraged Barak to "look at" working with Peter Thiel's company Palantir. Previously leaked emails from Barak's account show Epstein leveraged his relationship with Barak to approach powerful figures like Thiel, a former director of Israeli signals intelligence, Russian official Sergey Belyakov, and Russian businessman Viktor Vekselberg. This leak also contained an email where Barak complimented Epstein on his "Great, impressive island". In another email released by the DOJ, Epstein told Barak he was attempting to meet Vladimir Putin to discuss investment opportunities. In 2016, the Israeli government installed security equipment and controlled access to a Manhattan apartment building managed by Epstein for use by his associates and underage models, and owned by his brother, as Barak frequently used an apartment in the building for extended stays. This security arrangement continued for at least two years. Tom Barrack is an American private equity real estate investor, fundraiser for Donald Trump and United States Ambassador to Turkey. Barrack, Trump, and Epstein were friends who socialized among the New York elite as early as the 1980s and 1990s, and by the early 2000s Barrack and Epstein both had business ties to the Middle East. He and Epstein were in regular, close contact, inviting each other to their homes, introducing each other to diplomats and investors, and discussing business opportunities. Epstein repeatedly asked Barrack to communicate with the Signal encrypted messaging app, which were not part of the Epstein files released by the US government. After Epstein's release from jail in 2009, Barrack wrote to him, "Thinking about u, hope u r good and life s calm again". In a March 2016 email exchange, Epstein told Barrack that he had received calls from reporters asking about Trump but had refrained from commenting. Barrack responded, "Hope ur good. Let's catch up"; Epstein replied, "send photos of you and child. — makes me smile." Sergei Belyakov is a former Deputy Minister of Economic Development of Russia. Epstein emailed Sergei Belyakov that a "Russian girl" was attempting to blackmail businessmen in New York. Leon Black is an American private equity investor. Epstein sometimes referred to Black as "Mr. Big" in emails. Weeks after Epstein's death, JPMorgan Chase filed a suspicious activity report for transactions conducted by Black as well as Glenn Dubin, Alan Dershowitz, and Leslie Wexner, totalling about $1 billion. These reports were unsealed by a federal judge. Epstein sought to gather information about one of Black's former girlfriends and discussed putting her under surveillance; while Black was not copied on those emails, his lawyer was on some of them. Black, who paid Epstein a total of $170 million for what he characterized as tax and estate planning advice, told investors after Epstein's death that he was "completely unaware" of Epstein's misconduct. The documents included a list of payments from Black to a former model connected to Epstein, labeled as "gifts", totaling more than $600,000. In January 2021, Black stepped down from his leadership roles at Apollo Global Management, the firm he co-founded. David Blaine is an American magician. Released emails show a years-long correspondence between Epstein and Blaine, and that the two met regularly for dinner between 2012 and 2016. In May 2015, Epstein asked Blaine to provide a letter of support for a U.S. visa application for a woman whose name is redacted, to which Blaine agreed. In an email inviting Blaine to meet in 2013, Epstein asked whether Blaine's "French girl" was in town; in a 2014 email, Epstein suggested Blaine could find him a new assistant while the latter was on tour in South Africa. Todd Boehly is an American businessman. Emails from 2011 showed Epstein arranged two meetings with the businessman, who is now chairman of Chelsea F.C. and part-owner of the Los Angeles Dodgers and Los Angeles Lakers. At the time, Boehly was a managing partner at Guggenheim Partners. The first meeting took place in January 2011; a second was scheduled for September 2011 as a conference call, arranged in part to discuss British politician Peter Mandelson. A spokesperson for Boehly declined to comment. The emails did not suggest Boehly's engagements with Epstein extended beyond business. Leon Botstein is a Swiss-born American conductor, educator, historical musicologist, and scholar serving as the President of Bard College. He met Epstein numerous times after his 2008 conviction, soliciting donations to the school. In 2011, Epstein gave Bard $75,000 in unsolicited donations. He invited Epstein to an opera at Bard in 2013 and a concert at the college in 2016; Epstein planned each time to bring young female assistants and arrive by helicopter. He stated that the school had security ready due to Epstein's criminal record. In 2016, he received checks from an Epstein-linked account totaling approximately $150,000, which he said he donated to Bard that year; a college spokesman confirmed the donation. Botstein stated that Epstein designated the payments as fees. He said the funds were payment for a one-year term on the board of Gratitude America, an Epstein-created foundation. In an interview with the Wall Street Journal he said, "I have no idea why he concocted this scheme, he didn't want to write a check to Bard." Also included in the files were emails that revealed that Epstein had connected Botstein with the daughter of Woody Allen and Soon-Yi Previn so that she could attend Bard College. Edward Boyden is an American-French MIT neuroscientist. In August 2015, Reid Hoffman hosted a dinner in Palo Alto for Boyden. Epstein emailed Peter Attia about the event, and sent himself a photo with Elon Musk, Peter Thiel, Mark Zuckerberg, and his wife, Priscilla Chan. In an email to Tom Pritzker, Epstein described the dinner as "wild". Richard Branson is a British business magnate. A 2013 email exchange between Branson and Epstein suggested a familiar relationship built at least in part around their interest in women. The Virgin Group founder wrote to Epstein, "Any time you're in the area would love to see you. As long as you bring your harem!" A representative for Branson stated the email was sent after a group business meeting where Epstein had arrived with three adult women whom he called his "harem". Børge Brende is a Norwegian politician and, since 2017, CEO of the World Economic Forum. The files show that Epstein and Brende exchanged more than 120 emails and text messages, and that Brende was a guest at several dinners hosted by Epstein at his townhouse in New York City. One such exchange show the two ridiculing Sara Netanyahu, the wife of Israeli prime minister Benjamin Netanyahu, referring to her as "Miss Piggy". A photograph shows Brende at Epstein's New York home together with Steve Bannon (q.v.) and Terje Rød-Larsen (q.v.); Brende stated he was introduced to Epstein by the latter. Flavio Briatore is an Italian businessman. Briatore maintained email contact with Epstein. In a 2010 email, Epstein referred to Briatore as his "Italian friend". Sergey Brin is an American computer scientist and businessman who co-founded Google. Documents indicated Brin visited Epstein's private island and corresponded with Ghislaine Maxwell about attending dinners at Epstein's home. John Brockman established the Edge Foundation, for which Epstein was the biggest donor. Epstein funded numerous events by Brockman, many of which were private dinners attended by Epstein and numerous Silicon Valley billionaires. In 2018, Epstein advised Brockman not to care about diversity, for he held women as "weak" and "a distraction". In the same year, Brockman boasted to Epstein that the net worth of his 2014 'billionaires dinner' equaled the combined wealth of 60% of Americans. David Brooks is a Canadian-born American author and journalist for the New York Times. Brooks wrote a 2025 New York Times column dismissing the continuing media coverage of Epstein. He appears in several photos in the files, taken while Brooks was attending a 2011 event with Epstein. Jean-Luc Brunel was a French model scout, and the founder of MC2 Model Management, with financing by Epstein. From 1998 to 2005, Brunel was listed as a passenger in flight logs for Epstein's private plane on 25 trips. In 2008, he visited the jail where Epstein was held at least 70 times. In November 2025, the House oversight committee released an email showing that Epstein and Brunel were discussing "girls" and travel. William Burns is an American diplomat and former director of the Central Intelligence Agency. Scheduling documents showed Burns had three meetings with Epstein in 2014, when Burns was deputy secretary of state. They first met in Washington at the office of law firm Steptoe & Johnson, and Burns subsequently visited Epstein's Manhattan townhouse. A CIA spokeswoman stated that Burns was introduced to Epstein as "an expert in the financial services sector" who "offered general advice on transition to the private sector" as Burns was preparing to leave government service, adding that "they had no relationship." C Naomi Campbell is a British supermodel whose work included runway modeling for Victoria's Secret, where Les Wexner was CEO, and Edward Razek was the chief marketing officer. Campbell frequently invited Epstein to lavish events around the world and Epstein invited Campbell to his island and to fly on his plane. Epstein used his association with her to convince people that he could help them start a modeling career or get jobs at Victoria's Secret. Nick Candy is a luxury property developer who also serves as treasurer for Reform UK. Candy appears in emails since late 2004, meeting Jeffrey Epstein associate Sarah Kellen and Ghislaine Maxwell. In 2010, Candy offered one of his properties in Knightsbridge to Epstein for £80,000,000. In a 2014 email, referring to both Nick Candy and his brother Christian, Epstein said "I like both of those guys". Nigel Farage, leader of Reform UK, said he had "no concerns" about Candy's appearance in the Epstein files. Fidel Castro was the leader of Cuba from 1959 to 2008. In 2003, Castro invited Epstein to Cuba. According to Andrés Pastrana, the former president of Colombia who was mentioned in both the files and the flight logs, he and Epstein flew to Cuba on the Lolita Express to meet with Castro. The files released by the Justice Department included at least one photo of Maxwell with Castro. Frédéric Chaslin is a French conductor, composer, and pianist. In a September 2013 email, Chaslin wrote to Epstein that he had "found a great girl for your next stay in Paris. Philosophy student. 21." After the email was made public, Chaslin stated that Epstein had asked him to recommend an interpreter before visiting museums in Paris. The former student declined the offer, after a meeting with Epstein's secretary, and having searched Epstein's name online and found out about his 2008 sex trafficking conviction. Noam Chomsky is an American professor, public intellectual, and linguist. In a 2015 email, Epstein offered Chomsky use of his residences in New York and New Mexico. An undated photograph showed Chomsky seated next to Epstein on a plane. In January 2017, Chomsky's wife Valeria emailed Epstein to apologize for missing his birthday. An undated letter of support attributed to the linguist and philosopher called Epstein a "highly valued friend" and described their "regular contact" as "a most valuable experience." In the letter, Chomsky praised Epstein for teaching him "about the intricacies of the global financial system" and recounted how Epstein had arranged for Chomsky to meet former Israeli prime minister Ehud Barak. In March 2018, approximately $270,000 was transferred from an Epstein-linked account to Chomsky; Chomsky stated that the transfer involved "rearrangement of my own funds" related to the disbursement of common funds from his first marriage and "did not involve one penny from Epstein". Chomsky told The Wall Street Journal that he met occasionally with Epstein to discuss political and academic topics. In 2019, after Virgina Giuffre's accusations went public, Chomsky advised Epstein to not comment on it because that would provide additional negative public attention, adding "That's particularly true now with the hysteria that has developed about abuse of women, which has reached the point that even questioning a charge is a crime worse than murder." Deepak Chopra is an Indian-American New Age guru and alternative medicine advocate. In a July 2016 exchange, Chopra asked Epstein if he knew Trump's ex-wife Marla Maples; Epstein replied that he had lost a $10,000 bet with Trump when Maples became pregnant. In November 2016, Epstein sent Chopra a news story claiming that a woman had fabricated allegations of assault by Trump and Epstein; when Epstein confirmed the civil charges against him had been dropped, Chopra responded "Good." Chopra stated that he hoped "all of the truth comes out after ongoing and proper investigations" and was "happy to share whatever I know with authorized officials." George Church is an American geneticist, molecular engineer, chemist, and professor at Harvard University. According to his online personal calendar, Church met with Epstein multiple times in 2014, including an April meeting at Harvard Medical School's Genetics Department building and a lunch in June. The calendar also listed a November 2014 dinner at Harvard's Program for Evolutionary Dynamics with Epstein, Joi Ito, Reid Hoffman, and Martin Nowak. Vitaly Churkin was a Russian diplomat, who served as the Permanent Representative of Russia to the United Nations from 2006 until his death in 2017. He often met Epstein in New York. According to the files, Epstein offered to help Churkin's son Maxim find a job at a wealth management firm in New York. In an email, Epstein indicated he had advised Churkin about how to deal with Donald Trump and he offered his insight to Sergey Lavrov and Vladimir Putin after Churkin died. Bill Clinton served the 42nd president of the United States from 1993 to 2001. The documents included frequent communications between Maxwell and Clinton staffers between 2001 and 2004, a period during which the former president traveled on Epstein's plane at least 16 times. Much of the correspondence pertained to travel and dining logistics; in one April 2003 email, Maxwell asked a Clinton staffer if the former president would like to attend a dinner. Some emails between Maxwell and Clinton office addresses were flirtatious or lewd in nature; in one message, Maxwell said that the recipient was "hung like a horse," and referenced "Belzburg stuff", an apparent allusion to tabloid stories from 2002 about Clinton's association with New York socialite Lisa Belzberg. A Clinton spokesman stated that the former president did not send any of the emails and had "never emailed" outside of two occasions during his presidency. The spokesman has said Clinton cut ties with Epstein before his 2006 charges, did not know about his crimes, and denied ever visiting Epstein's island. An unredacted message shows Doug Band saying he shared a Blackberry account with Clinton. David Copperfield is an American stage magician and illusionist. Johanna Sjoberg, who later accused Epstein of abuse, testified in a deposition that she attended a 2004 dinner at Epstein's home where Copperfield performed magic tricks; she said Copperfield asked her if she was aware that "girls were getting paid to find other girls". Copperfield's lawyers stated he had heard a rumor about this and asked Sjoberg "out of surprise (and concern for her)", but dropped the matter when she did not express concern. Phone message pads seized by police from Epstein's Florida mansion in 2005 showed the illusionist left messages for Epstein 16 times over several months in 2004 and 2005, with notations including "it's important", "just called to say hello", and "it's jackpot". Epstein's housekeeper Alfredo Rodriguez testified in a 2009 deposition that Copperfield was at the house "maybe two or three times" and "came to the house, played tricks" before leaving. A partially redacted October 2007 email in the files described Copperfield as "Epstein's favorite cohort" and stated that tickets with "backstage passes" were a frequent gift Epstein gave to girls. Copperfield's lawyers denied he was friends with Epstein, stating they were "at most, acquaintances" and that he "was completely unaware of Epstein's horrific crimes". Undated photographs released in December 2025 showed Copperfield and Maxwell posing together in bathrobes. Under questioning in a 2016 deposition, Epstein acknowledged he socialized with Copperfield; when asked whether he and Copperfield "have been together in the presence of minor girls under the age of 18" and whether he "ever provided girls under the age 18 to David Copperfield for sexual purposes", Epstein invoked his Fifth Amendment right against self-incrimination. Bill Cosby is an American former comedian, actor, and media personality. Documents show that Bill Cosby and Jeffrey Epstein corresponded and that Epstein had invited Cosby to dinner parties. Epstein closely followed Cosby's sexual assault case in 2015. Between 2017 and 2018, Epstein unsuccessfully pursued purchasing Cosby's home. D Richard Dawkins is a British biologist, author and atheist activist. He had dinner with Epstein at a gala in a conference in Arizona in April 2014. Dawkins wrote that Epstein's case is "not as black as painted" and mentioned a "witch-hunt". Alan Dershowitz is an American lawyer and law professor. In 2007, Dershowitz was part of Epstein's legal team that negotiated a nonprosecution agreement for Epstein in Florida. Weeks after Epstein's death, JPMorgan Chase filed a suspicious activity report for transactions conducted by Dershowitz as well as Glenn Dubin, Leon Black, and Leslie Wexner, totalling about $1 billion. The files contain interview questions with Dershowitz. He was questioned if he had used social media to attempt to discredit victims of Epstein, one of his clients. He denied that he had done so, claiming that he cannot use social media because he does not own a computer. Maria Drokova is a Russian investor and venture capitalist. In the files, Drokova appeared to have work for Epstein as a public relations agent. In 2017 she contacted a Science journalist, Jeffrey Mervis, presenting herself as Epstein's publicist. She told journalist Seth Hettena that this was a one-time service for which she was not paid. It was reported that she selected "suitable" journalists for publications about Epstein and coordinated preparation of his comments, including for an article in The Huffington Post. Glenn Dubin is an American billionaire hedge fund manager and husband of Epstein's former girlfriend Eva Andersson-Dubin. Weeks after Epstein's death, JPMorgan Chase filed a suspicious activity report for transactions conducted by Dubin as well as Leon Black, Alan Dershowitz, and Leslie Wexner, totalling about $1 billion. Guiffre listed Dubin as one of the men with whom Maxwell and Epstein directed her to have sex. The Dubins' former household manager, Rinaldo Rizzo, also recounted in the released court documents an encounter with a 15-year-old girl who was allegedly trafficked by Epstein in 2005. Dubin denies the allegations made in both of these sworn testimonies. E Tsakhiagiin Elbegdorj was prime minister of Mongolia in 1998 and from 2004 to 2006, and President from 2009 to 2017. Emails show Epstein hosted a dinner for Elbegdorj, Ehud Barak, and Terje Rød-Larsen at his Manhattan townhouse in September 2015. Epstein had connections to the Mongolia Advisory Board, a body linked to the International Peace Institute (IPI), of which Rød-Larsen was President; documents show Epstein used his network to explore business opportunities in Mongolia, and helped broker a security agreement between the governments of Mongolia and Israel. Edward Jay Epstein (no relation to Jeffrey Epstein) was an American investigative journalist. His first contact with Jeffrey Epstein was from 1987–1989. During this time, he became aware of multiple instances of what he believed were fraud and other instances of legal market manipulation, and he wrote an article about this in a column for Manhattan, inc. magazine. He did not name Jeffrey in this article, but he identified him as a grifter and fabulist, and Jeffrey stopped speaking with him after its publication. Twenty-four years later, Jeffrey Epstein contacted Ed Epstein again, inviting him to tea to discuss an article Ed wrote about Vladimir Nabokov, and an artificial intelligence project named Sophia. Emails from this time are part of the files released by the US federal government. David Hanson and Ben Goertzel both worked on the Sophia robot and solicited significant funding from Jeffrey Epstein. F Andrew Farkas is an American real estate developer. Farkas co-owned a marina with Epstein in St. Thomas for years. Documents showed the two men exchanged crude emails about women in 2010, after Epstein's first arrest and conviction. In a 2018 note, Farkas told Epstein he loved him and considered him one of his best friends, signing off "xoxo". Farkas also stayed on Epstein's island. The real estate developer characterized the relationship as purely business-related; a spokeswoman told The New York Times in December 2025 that Farkas "regrets their association". Frédéric Fekkai is a French celebrity hairstylist. In an unsealed 2016 deposition, former Epstein assistant Johanna Sjoberg stated she had heard a telephone conversation where Epstein asked the called whether they could "find some girls" for Fekkai. Sarah Ferguson is a British author, former member of the British royal family, and former Duchess of York. Then known as Sarah, Duchess of York, the former wife of Andrew Mountbatten-Windsor (formerly Prince Andrew, Duke of York), thanked Epstein for being the "brother" she "always wished for" in an email sent in August 2009, a year after his conviction. In the exchange, Ferguson appeared to suggest she and her daughters, Princess Beatrice and Princess Eugenie, had met Epstein, writing: "I have never been more touched by a friends kindness than your compliment to me in front of my girls." Epstein was under house arrest when the email was sent, but Ferguson implied the pair had lunch the previous week; it has not been confirmed if she visited him while he was confined to his home. The emails also showed Ferguson discussing conversations she had with retailers regarding a "Sarah Ferguson brand". Epstein gave Ferguson at least £15,000 (about $23367) to help pay off debts, though some reports have suggested he bankrolled her to a greater extent. In 2011, Ferguson said her relationship with Epstein had been a "gigantic error of judgment", but later emailed him privately to apologize. After the Epstein files were released in 2026, the charity she established in 2020 closed. G Bill Gates is an American businessman and philanthropist who is the co-founder of Microsoft. Epstein drafted emails in 2013, addressed to his own account, alleging that Gates had tried to surreptitiously give medication for sexually transmitted diseases to his then-wife, Melinda French Gates. Gates denied the allegations. David Gelernter is an American computer scientist, writer and professor at Yale University. The Epstein files reveal email correspondence between Gelernter and Epstein from 2009 to 2015. In their exchanges, they scheduled several visits, including in New York City, and discussed the scent and dress of women in Paris. In an apparent recommendation letter from October 2011, Gelernter described one of his undergraduate students to Epstein: "I have a perfect editoress in mind: Yale sr, worked at Vogue last summer, runs her own campus mag, art major, completely connected, v[ery] small goodlooking blonde." After the correspondence was made public in January 2026, Gelernter defended it in an email to Jeffrey Brock, the dean of the Yale School of Engineering and Applied Science; in February 2026, it was reported that Gelernter had been relieved of his teaching duties amid a review by Yale. Joe Gibbs is an American former football coach and racing team owner. Gibbs as well as his organization, Joe Gibbs Racing (JGR), are mentioned in 2 separate documents. In one document, what is believed to be a victim of Epstein recalls Gibbs as being very nice while calling Daniel Snyder a "pig". In the other, dated January 3, 2013, an unknown party rented a JGR aircraft from the organization. Ben Goertzel is an American artificial intelligence researcher, and was the Chief Scientist at Hanson Robotics, the company that created the Sophia robot. In 2001, Epstein gave Goertzel a $100,000 research grant and continued to give additional funds to him over the next ten years. In 2010, Goertzel contratulated Epstein on his release from jail. Between 2010 and 2015, Epstein channeled at least $113,000 to Goertzel by moving the money from one of Epstein's non-profits to a company Goertzel owned, so that the money could "pass through" and be diverted to Goertzel. This manuvear made Goertzel eligible to secure over $1 million in grants from the Hong Kong government. In 2011, Goertzel asked for $1.5 million over four years. In 2015, Goertzel asked for another $25,000 and expressed his sympathies to Epstein for "utterly idiotic negative publicity in the news" that Epstein was facing when Andrew Mountbatten-Windsor was named in a lawsuit over underage sex claims. Goertzel and Epstein continued to correspond at least through 2018. Tenzin Gyatso is the incumbent Dalai Lama, the highest spiritual leader in the Gelug school of Tibetan Buddhism. An email from 2012 reveals that Epstein met the 14th Dalai Lama at an event on an unspecified island. His office denied that he had met Epstein. H Jonathan Haidt is an American social psychologist and author. Brockman encouraged Epstein to meet Haidt in 2011, and he was on the invitation lists for numerous events organized by Brockman and attended by Epstein. David Hanson is the founder of Hanson Robotics, which created the Sophia robot. Ben Goertzel, the Chief Scientist at Hanson Robotics, received significant funds from Epstein from 2001 until his death, but David Hanson also solicited money from Epstein to work on the Sophia robot: In an undated proposal, Hanson requested $3 million to build an "attractive female android" with a "gorgeous robot face and body". The proposal included a sketch of the "gynoid". Journalist Edward Jay Epstein (no relation to Jeffrey Epstein) reported being invited to Jeffrey's home in 2013 to discuss an article Edward wrote about Vladimir Nabokov and an artificial intelligence project named Sophia that Jeffrey's purported "robot team" in Hong Kong was working on. Hanson Robotics denies that Epstein helped fund or create Sophia. Josh Harris co-founded Apollo Global Management and Harris Blitzer Sports & Entertainment. The American billionaire had an ongoing correspondence with Epstein between 2013 and 2016. Emails also show that Harris met Epstein, Gates, and Ron Baron at Epstein's New York home in 2014. Harris denied having had a relationship with Epstein. Sam Harris is an American public intellectual. Epstein told Harris to use "more charm and less argument" in debates. Stephen Hawking was a British theoretical physicist and cosmologist. Hawking was mentioned in court documents released in 2024 during Ghislaine Maxwell's trial. The documents included an email Epstein sent in 2015, asking friends of Virginia Giuffre to disprove supposed allegations of Giuffre's that Hawking participated in an "underage orgy" in the U.S. Virgin Islands, where Epstein lived. Epstein said he "can issue a reward" to them if they can "prove her allegations are false". Neither Giuffre nor anyone else has ever publicly accused Hawking, who died in 2018, of sexual misconduct. According to physicist Lisa Randall—who was found in 2026 to have corresponded with Epstein—in 2006, Hawking and Epstein were both present at a conference on gravity. Randall describes both her correspondence and Epstein's appearance at the conference as resulting from Epstein's public financing of scientific efforts. Reid Hoffman is a billionaire businessman who co-founded LinkedIn. In an email to Tom Pritzker, Epstein described a dinner with Hoffman, Musk, Thiel and Zuckerberg as "wild". Epstein's scheduling records showed he visited Epstein's island in November 2014; the documents also contained email exchanges from 2015 and 2017, as well as scheduling records showing multiple Skype calls between the two in 2013 and 2014. Jack Horner is an American paleontologist who formerly worked for Montana State University. Jack Horner visited a property owned by Jeffrey Epstein in New Mexico in 2012 and exchanged several emails with him thereafter. These messages contain expressions of thanks for hospitality received and suggest a possible financial or logistical support for some of Horner's scientific projects. In particular, Epstein had expressed interest in funding Horner's "Dinochicken Project", a project aiming to reconstruct and revive a prehistoric dinosaur using the DNA of a chicken. I Joi Ito is a Japanese-American entrepreneur and former director of the MIT Media Lab. Ito received $1.7 million from Epstein, including $1.2 million for his own outside investment funds. Internal emails showed Ito and other Media Lab officials took measures to conceal the lab's relationship with Epstein; in one 2014 email, Ito asked development staff to record a $100,000 donation from Epstein as "anonymous". He twice traveled to Epstein's island in the Caribbean to seek donations. A separate October 2014 email showed Ito writing that a $2 million gift from Bill Gates had been "directed by Jeffrey Epstein"; a spokesman for Gates denied that Epstein directed any grant making for Gates and called the characterization "completely false". Ito resigned from MIT in September 2019, as well as from the boards of the MacArthur Foundation, the Knight Foundation, and The New York Times Company, and he left a visiting professorship at Harvard. J Michael Jackson was an American singer, songwriter, and dancer. An undated photograph released in December 2025 showed the singer posing with Epstein in front of a painting of a woman. It was claimed that Jackson did not know who Epstein was and the image dated from 2003, when he was viewing houses in Palm Beach and Epstein's was on the market. Another photograph showed Jackson with Bill Clinton and Diana Ross, with the faces of three children redacted. The latter image had been publicly available and was taken at the Democratic National Committee (DNC) fundraiser "A Night at the Apollo", where Jackson and Ross performed; the redacted children were their own children—Jackson's Prince and Paris Jackson, and Ross's son Evan Ross. It is unclear why the photograph was in the files, and there is no suggestion that Jackson was aware of, or involved in, any of Epstein's crimes. Thorbjørn Jagland is a Norwegian politician who served as prime minister from 1996 to 1997. In a 2014 email to Epstein, Jagland had planned a family trip to Little Saint James island. The trip was eventually cancelled because of the annexation of Crimea by Russia, which caused Jagland, who was secretary general of the Council of Europe at the time, to stay in Europe. Jagland was also the head of the Nobel Committee when he exchanged emails with Epstein. Norwegian Prime Minister Jonas Gahr Støre said Jagland had exercised "poor judgement". Epstein told Jagland that he could advise Putin on how to talk with Trump. After the Council of Europe lifted his diplomatic immunity, in February 2026 Jagland was charged with "gross corruption" over his links to Epstein by Norway's Økokrim prosecution service. Jay-Z (Shawn Corey Carter) is an American rapper, businessman, and record executive. According to an FBI crisis intake form that was included in the January 2026 release of Epstein files, an anonymous victim alleged that, after being drugged and sexually abused, she woke up in a room with the rapper and Harvey Weinstein. John de Jongh Jr. is an American businessman and former governor of the United States Virgin Islands (2007–2015). Emails in the files show that from 2008 to 2009 Epstein paid the tuition for John de Jongh's children. The tuition invoices covered multiple universities and excluded room and board. After his wife, Cecile de Jongh, thanked Epstein in June 2009, Epstein described the payments as "a treat" and said "Its [sic] as if i had my own kids in college." Epstein also paid college tuition for a student identified as "Thomas", who was identified as the son of Jeanne Brennan Wiebracht, John de Jongh's former campaign accountant. Nicole Junkermann is a German entrepreneur and investor. Documents released as part of the files show that after his 2008 conviction Junkermann was in close friendship, and in repeated email correspondence with the financier and convicted sex offender over several years from the early 2010s. Mona Juul is a Norwegian diplomat, former permanent representative to the United Nations, and wife of Terje Rød-Larsen (q.v.). Juul resigned her position as ambassador to Jordan and Iraq on February 9, 2026, over her "serious failure of judgement" in her ties to Epstein. K Dean Kamen is an American engineer, inventor, and businessman known for inventing the Segway and iBOT. Photographs within the Epstein files show Kamen socializing with Epstein in a tropical location as well as riding a Segway with Ghislaine Maxwell. Emails reveal that he visited Epstein's private island in 2013, and his assistants wrote emails discussing "which flight Dean prefers the girls to be on". He wrote to Epstein, "thank you for hosting an incredible visit to a magical place. It really is almost unbelievable." In February 2026, Kamen resigned from the board of Beta Technologies over his ties with Epstein. Brad S. Karp is an American lawyer. Documents showed the chair of law firm Paul Weiss attended dinner gatherings at Epstein's Upper East Side residence. In a July 2015 email, Karp wrote to Epstein: "I can't thank you enough for including me in an evening I'll never forget. It was truly 'once in a lifetime' in every way, though I hope to be invited again." When Epstein replied that "there are many many nights of unique talents. you will be invited often", Karp responded: "You're amazing." In a separate July 2015 exchange, Epstein asked Karp about revoking a woman's visa; Karp responded, "Both good ideas; will work on this." A July 2016 email showed Karp asking Epstein for help getting his son a job on a Woody Allen film production. In February 2019, Karp corresponded with Epstein about finding legal representation for Robert Kraft and former Citigroup president John Havens, both of whom had been ensnared in a Florida prostitution crackdown; charges against both men were later dropped. In April 2019, Epstein texted Steve Bannon about getting Karp admitted to the Augusta National Golf Club; there is no indication Karp was aware of this effort. Paul Weiss stated that the firm represented Leon Black in fee disputes with Epstein and was "adverse to Epstein", adding that "at no point did Paul Weiss or Brad Karp ever represent him". In Februar 2026, Karp resigned as chair of his law firm, and stepped down from the board of trustees at Union College. Brett Kavanaugh is an American lawyer and jurist serving as an associate justice of the Supreme Court of the United States. Emails and text messages within the files reveal that Epstein sympathized with Kavanaugh during his nomination, in which Kavanaugh was accused of sexually assaulting Christine Blasey Ford during their time in high school. Robert F. Kennedy Jr. is an American politician currently serving as the United States Secretary of Health and Human Services. Emails and audio transcripts within the files reveal that Robert F. Kennedy Jr. had joined Epstein and Ghislaine Maxwell on a fossil hunting expedition on the Pine Ridge Indian Reservation in South Dakota. Taking fossils from this reservation without tribal permission is illegal. Jeff Koons is an American sculptor. In 2013, the artist attended a dinner party at Epstein's Upper East Side home. Koons said "Beyond attending the dinner, I did not have a relationship with Epstein." Stephen Kosslyn is an American psychologist and neuroscientist, former chair of the psychology department and dean of social sciences at Harvard University. Between 1998 and 2002, Epstein gave Kosslyn's psychology department $200,000 in donations. In 2008, Kosslyn visited Epstein in jail. Released emails show Epstein discussing the start of his jail sentence in Florida, and Kosslyn helping Epstein draft scripts for reporters, to restore Epstein's public image. In 2010, Kosslyn provided a referral to Epstein, when asked for the name of a New York child psychologist for a 15-year-old girl. Bobby Kotick is an American former CEO of Activision Blizzard and Activision. Epstein invited Kotick to events with "the girls", and asked Kotick in May 2013 about adding microtransactions to Activision's game series Call of Duty, a month after it had been added. Lawrence Krauss is a Canadian-American theoretical physicist and cosmologist. In late 2017, when reporters at BuzzFeed News were preparing an article about sexual misconduct allegations against the physicist, Krauss reached out to Epstein for advice on how to respond. Epstein recommended that Krauss write a cover letter stating that the accusations were "false" and had been "either investigated and found lacking or ignored".[citation needed] In 2018, Epstein forwarded Krauss a list of attendees for the Women in the World Summit; Krauss responded, "Let's do a men of the world conference", listing men accused of misconduct including Kevin Spacey, Bill Clinton, Al Franken, and Woody Allen. Krauss announced his retirement from Arizona State University in 2018. He stated that he had never hidden his association with Epstein and had "sought out advice from essentially everyone I knew" when he was accused, adding that none of his communications with Epstein "relate in any way to the horrendous crimes he was accused of in 2019". L Miroslav Lajčák is a Slovak politician, former Minister of Foreign and European Affairs, and former President of the United Nations General Assembly. In late 2025 and early 2026, the Epstein files revealed extensive email correspondence between Lajčák and Epstein occurring between 2017 and 2019. According to the records, Lajčák allegedly asked Epstein to introduce him to "young girls" and boasted that Epstein had not yet seen him "in action". The files reportedly show that Epstein responded by offering him "young girls and their sisters" and Lajčák explicitly requested invitations to participate in Epstein's private "games". Lajčák's name appears more than 300 times throughout the documentation. A publicized photograph confirmed their personal connection, showing the two men together at the Slovak diplomatic residence in Vienna during Lajčák's tenure as minister. The released documents also state that Lajčák offered to present Slovak prime minister Robert Fico as a suitable political figure for the agendas of the American far-right and strategist Steve Bannon. Additionally, Lajčák explicitly characterized Fico as the "right figure" for the strategic goals discussed with Epstein. Epstein wanted to establish a network of far-right political groups with Bannon in Europe and Lajčák said Fico could "play Steve's game". Lajčák stepped down from his position as national security advisor after the release of his emails with Epstein. Guy Laliberté is a Canadian billionaire. In 2018, the Cirque du Soleil founder tried to sell Epstein his two houses on the island of Ibiza in Spain. Epstein asked him for details about the price. He also discussed his One Drop Foundation with Epstein. Laliberté sent Epstein a virtual birthday card in 2014. Mark Landon is an OB-GYN specializing in high-risk pregnancies at the Ohio State University Wexner Medical Center and a professor at Ohio State University College of Medicine. He received payments from Epstein and his associates in the early 2000s, when Epstein owned property in New Albany, Ohio, adjacent to Leslie Wexler's. After his name appeared in the released Epstein files, Landon stated he was a paid consultant for Epstein's money management firm, advising on potential biotech investments from 2001 to 2005. In a January 2006 email, Darren Indyke asked Epstein if they still were paying Landon, on the understanding that "Landon's agreement requires quarterly payments of $30k to be made to Landon on the 15th of January, April, July and October", Epstein responded: "75 per year." Caroline Lang [fr] is a French film producer and the daughter of politician Jack Lang (q.v.). The 2026 Epstein files release revealed that she was co-owner, with Epstein, of Prytanee LLC, a company based in the US Virgin Islands, which she had failed to declare to the tax authorities. She was also named as a recipient of US$5m in Epstein's will, though she denied all knowledge of it. After the documents were made public and prosecutors opened a financial investigation for tax fraud and money laundering into Lang and her father, she resigned from the Syndicat des producteurs indépendants [fr], a French industry association for independent film-makers. Jack Lang is a French politician who has served as minister of culture, minister of education, and in the National Assembly. He intermittently corresponded with Epstein between 2012 and 2019. On February 6, 2026, he resigned as head of the Paris-based Arab World Institute after their contacts were revealed and prosecutors opened a financial investigation for tax fraud and money laundering into Lang and his daughter Caroline [fr] (q.v.). His name appears in the files more than 600 times. Ronald Lauder is an American businessman. The billionaire's name appears in the Epstein files over 900 times. In 2014, Epstein set up a limited liability company for Lauder to share ownership with Leon Black of a $25 million artwork by Kurt Schwitters. Sergey Lavrov is the Russian Minister of Foreign Affairs. Epstein told Lavrov that he could give insight on Donald Trump to Vladimir Putin. Shelley Anne Lewis reportedly is the daughter of the founder of the Cash Generator pawnbroking chain. She was working for Christie's auction house in New York when she met Epstein. They had a relationship from 1999–2002 and remained in contact until at least 2018. Her relationship with Epstein overlapped with the time Giuffre alleged she was coerced into having sex with Andrew Mountbatten-Windsor, and so in 2018 Maxwell and Epstein discussed asking her to serve as a witness for them. Howard Lutnick is an American businessman and United States Secretary of Commerce. Email correspondence showed that the Commerce Secretary coordinated a visit to Epstein's Caribbean compound in December 2012, though he had previously said he severed ties with Epstein around 2005. Lutnick previously said that in 2005 he and his wife were invited to Epstein's house, which was next door to theirs, for coffee, and that he did not associate with Epstein after that visit. A longtime Epstein aide reached out to Lutnick in November 2012 to arrange a meeting while Lutnick was in St. Thomas; Lutnick, accompanied by his wife Allison and their four children, agreed to a lunch on December 23 on Epstein's private island. Emails showed Lutnick and his wife coordinating logistics, including where to dock their yacht at Little St. James. The day after the scheduled meeting, an Epstein aide passed along a message reading, "Nice to see you." A schedule also showed the two had drinks together on another occasion in 2011, and in 2017 they exchanged emails about the construction of a building across the street from both of their homes. When asked about the emails, Lutnick told The New York Times "I spent zero time with him" and hung up. A Commerce Department spokesman said Lutnick had "limited interactions" with Epstein "in the presence of his wife" and has never been accused of wrongdoing. M Peter Mandelson is a British former politician, life peer and diplomat. Between 2003 and 2004, according to bank statements released by the DOJ, three separate $25,000 payments referencing Mandelson were sent from Epstein's JP Morgan account. Mandelson stated he had no record or recollection of receiving the sums and did not know whether the documents were authentic. In 2009, documents show Epstein sent £10,000 (~ $15578) to Mandelson's husband, Reinaldo Avila da Silva; emails suggested the funds were intended for an osteopathy course. In another set of emails, Mandelson asked to stay at one of Epstein's properties while Epstein was serving his 2008–2009 jail term; the terms of the sentence allowed him to work from his office during the day and return to jail each night. On June 13, 2009, Mandelson allegedly leaked to Epstein a high-level Downing Street document that proposed £20bn of asset sales and revealed Labour's tax policy plans. The memo was written on that day by Nick Butler, who was a special adviser to then British prime minister Gordon Brown from 2009 to 2010. An October 2009 email showed Epstein suggesting Mandelson could marry Princess Beatrice in order to renounce his peerage and run for prime minister; Mandelson replied, "Remember, I am already her Lord President." A December 2009 email from Mandelson appeared to suggest that JPMorgan Chase boss Jamie Dimon should "mildly threaten" Chancellor of the Exchequer Alistair Darling over a bankers' bonus tax through references to the role of US banks as buyers of UK gilts, as well as investment plans in London. Mandelson stands accused of lobbying the US government in March 2010 to water down proposed restrictions on US bank trading activities, on behalf of Epstein and Jes Staley. On March 31, 2010, Mandelson allegedly forwarded confidential minutes of a meeting between the chancellor of the exchequer Alistair Darling and director of the National Economic Council Larry Summers five minutes after he received them, which discussed new banking regulation and taxation, and how the US should engage with France and Germany. The following day, Mandelson met Larry Summers and forwarded the minutes of his meeting two minutes after he received them. On May 9, 2010, Mandelson gave Epstein advance notice of a €500bn bailout from the EU to save the euro. The next day, Mandelson emailed Epstein saying "finally got him to go today", with Gordon Brown resigning a day later. In another email on May 10, 2010, Mandelson appeared to reveal to Epstein the existence of a secret underground tunnel between 10 Downing Street and the Ministry of Defence. The document release also included a redacted image of Mandelson in his underwear standing next to an unidentified woman; Mandelson said he could not place the location, the woman, or the circumstances. In September 2025, Mandelson was dismissed as the UK's ambassador to the United States after it emerged he had sent supportive messages to Epstein following his conviction. In response to the document release, Mandelson stated he had been "wrong" to continue his association with Epstein but said he was "never culpable or complicit" in Epstein's crimes, and apologised "unequivocally to the women and girls who suffered". In February 2026, Mandelson was forced to resign from the Labour Party and the House of Lords, and the Metropolitan Police in London began a criminal investigation. Nadia Marcinko is a Slovak-born model and pilot. In September 2019, a CNN article stated that Marcinko may be a "victim" of Epstein as well as an "accomplice". Dean Kamen emailed Epstein that he was looking forward to following up with "Nadia". Marcinkova asked Epstein if he was interested in buying a generator Kamen was producing. Ashley Massaro was an American professional wrestler and model. In January 2026, Massaro was named in the Epstein files as a possible employee of Ghislaine Maxwell, Epstein's convicted main accomplice. In a redacted complaint, the anonymous claimant wrote: "She mentioned horrible things happening in the island ... including [sic] dead body of a girl that 'had mask and was tied to a tree'. She said that 'the one from London was very mean and also the one from Miami.' Also that the man in the mention was making her [sic] fucking black guys and he liked to watch it, she was young – high school student ... she also said that her friend Ashley Massaro (who died in 2019 – the WWE) got pregnant in high school. They both worked for Maxwell and Mechella from Miami Florida." Ghislaine Maxwell is a British former socialite, convicted child sex trafficker, and daughter of Robert Maxwell. She was a prominent former business partner of Epstein. In 2021, she was found guilty of child sex trafficking and other offences in connection with Epstein. The Epstein files contain accounts of her crimes by victims as well as details about court testimonies from accusers and civil claims against her. Robert Maxwell was a Czechoslovak-born British-French media proprietor and politician. Epstein wrote an email speculating about the circumstances surrounding Maxwell's 1991 death, alleging that Maxwell was a spy working for Mossad and was killed because he attempted to blackmail the agency for £400 million, threatening to reveal his spy activity if not paid. Mette-Marit, Crown Princess of Norway, is married to Crown Prince Haakon, the heir apparent to the Norwegian throne. Mette-Marit was mentioned over a thousand times in the Epstein files, with communications spanning 2011 to 2014. Documents showed she spent four days at Epstein's house in Palm Beach in January 2013; one message implied she was aware of his 2008 jail term. In one email from her account, Epstein was asked whether a mother should suggest naked women carrying a surfboard for her son's wallpaper. In response to the release, she stated: "I showed poor judgement and regret having any contact with Epstein at all. It is simply embarrassing." She expressed "deep sympathy and solidarity with the victims of the abuses committed by Jeffrey Epstein". Norwegian Prime Minister Jonas Gahr Støre said he agreed with Mette-Marit's admission of poor judgement. Marvin Minsky was an American cognitive and computer scientist. In an unsealed deposition from May 2016, Virginia Giuffre stated that she had been directed to have sex with Minsky during a visit to Epstein's compound in the US Virgin Islands. Minsky's widow, Gloria Rudisch, denied this, claiming they were always together during their visits to the island. Minsky also organized two academic symposia on artificial intelligence at Epstein's compound: one in 2002, and another one in 2011. George J. Mitchell is an American politician, diplomat, and lawyer. A 2003 handwritten letter in Epstein's "birthday book" showed the former U.S. Senate majority leader describing his friendship with Epstein as "a blessing." Documents released in January 2026 showed a continued relationship between Mitchell and Epstein following Epstein's 2008 conviction, including emails and scheduled appointments; a November 2013 email listed "10:30am Appt w/Senator George Mitchell". The files also contained references to an allegation by Virginia Giuffre, first made in a May 2016 deposition, that Ghislaine Maxwell had directed her to have sex with Mitchell. A spokesperson for Mitchell stated that he never met, spoke to, or had any contact with Giuffre or any underage girls, and that the allegation was based on mistaken identity. The spokesperson said Mitchell learned of Epstein's criminal activity only through media reports linked to Epstein's prosecution in Florida and declined further invitations from Epstein's office. Following the document release, the US–Ireland Alliance announced it would remove Mitchell's name from the George J. Mitchell Scholarship Program. Mohammed bin Salman is the Crown Prince and Prime Minister of Saudi Arabia. In a 2016 email Epstein wrote that Mohammed had gifted him a tent, "carpets and all", following a trip to Saudi Arabia. Epstein also kept a framed photograph of himself and Mohammed in his New York townhouse. Andrew Mountbatten-Windsor is a member of the British royal family and former Duke of York. In a 2010 email exchange, Epstein offered to introduce then-Prince Andrew to a 26-year-old Russian woman, to which he replied he would be "delighted" to meet her. The same exchange showed the former royal inviting Epstein to have dinner at Buckingham Palace and to "come with whomever"; it is unclear whether such a visit occurred. Epstein and Mountbatten-Windsor were pictured walking together in New York's Central Park three months later; Mountbatten-Windsor had previously claimed he travelled to the United States to end his friendship with Epstein in person in light of his conviction. The former royal was also photographed with a woman lying on the ground in three undated photos. The BBC noted the emails did not indicate any wrongdoing. Epstein victim Virginia Giuffre accused the former royal of sexual abuse; he denied the allegations and settled Giuffre's lawsuit in 2022 for an undisclosed amount. A photo showing Giuffre, Andrew, and Ghislaine Maxwell, which had been disputed by Andrew and Maxwell, appears to have been referenced in a 2015 email sent by "G Maxwell" to Epstein, reading: "In 2001 I was in London when [redacted] met a number of friends of mine including Prince Andrew. A photograph was taken as I imagine she wanted to show it to friends and family." Emails also appear to show that between 2010 and 2011, Andrew may have knowingly shared confidential information with Epstein about his official work as UK trade envoy. In 2025, he was stripped of his titles and evicted from his royal residence. On 19 February 2026, Andrew was arrested by Thames Valley Police on suspicion of misconduct in public office. He has been released hours later, without being charged nor exonerated, and remains under investigation. Robert Mugabe was the leader of Zimbabwe from 1980 to 2017. In a 2015 email exchange, Japanese financer Joi Ito suggested Epstein meet Mugabe to talk about providing a new currency due to the Zimbabwean dollar's collapse due to hyperinflation. An FBI report dated November 2017 said Epstein had provided Mugabe (and Vladimir Putin) with personal wealth management services. According to the BBC, Mugabe "may have had financial ties with Jeffrey Epstein". Elon Musk is a South African-born American businessman known for his leadership of Tesla, SpaceX, Twitter, and xAI. Emails from 2012 to 2014 showed Epstein making repeated overtures to meet Musk, with the latter citing schedule conflicts and logistical complications; the communications did not reflect any actual in-person meetings between the two. One email exchange from mid-December 2013 to early 2014 showed Epstein and Musk coordinating a possible holiday visit to Epstein's compound in the U.S. Virgin Islands. In late 2012, Musk asked Epstein about attending "the wildest party" on his island and wrote in December that he wanted to "hit the party scene in St Barts or elsewhere and let loose"; when Epstein replied that "the ratio on my island might make Talulah uncomfortable", referring to Musk's then-wife Talulah Riley, Musk responded that "ratio is not a problem for Talulah". Musk also suggested in February 2013 that Epstein meet him at the SpaceX rocket factory near Long Beach, California. In another 2013 email exchange, Epstein congratulated Musk and later asked if he had tried the wakefulness medication Nuvigil. In an email to Tom Pritzker, Epstein described a dinner with Musk as "wild". Musk has publicly stated he "refused" all invitations to Epstein's island; in a 2019 comment to Vanity Fair, Musk said that he had once briefly visited Epstein's home but had declined repeated invitations to Epstein's island. Kimbal Musk is a South African-born American businessman and the brother of Elon Musk. He is referenced more than 140 times in emails exchanged between Jeffrey Epstein, his associates, and Elon. Kimbal first began socializing with Epstein in 2012. He would later be invited to Epstein's private island in 2013, although there are no records that Kimbal visited the island. Emails revealed that Epstein engineered an intimate relationship between Kimbal and a young woman in his inner circle with the help of Boris Nikolic; Kimbal thanked them for connecting with the woman, saying "I believe you both played a role"; they dated for six months in 2012 and 2013. Sources told Business Insider that Epstein set up Kimbal with the woman in an attempt to build a connection with the Musk family. Following criticism from artists and attendees of Burning Man over Kimbal's ties to Epstein, Kimbal resigned from his board role with the Burning Man Project, a position he had held since 2021. Nathan Myhrvold is an American inventor, scientist, and businessman, who was formerly chief technology officer at Microsoft. Epstein and Myhrvold frequently emailed eachother and regularly met, both in Seattle and New York City, from at least 2010 to 2018. Myhrvold invited Epstein to visit his investment company Intellectual Ventures in 2014; an email shows Myhrvold urging Epstein to bring a named female acquaintance. Other emails indicate that Myhrvold visited Epstein's compound in the US Virgin Islands in 2011. Furthermore, Myhrvold contributed what was described as "several sexually explicit wildlife photos" to Epstein's 50th birthday book in 2003. N Mira Nair is an Indian-American filmmaker. In 2009, Nair, along with Bill Clinton and Jeff Bezos, attended an afterparty at the home of Ghislaine Maxwell following a screening of her film Amelia. When the email about this was uncovered, AI-generated photos were shared by an "AI-powered meme engine" on X. The faked photos were made to look like Nair attended events with her son, New York City mayor Zohran Mamdani, as a baby, along with Epstein and others. Some people reportedly protested Mamdani outside Gracie Mansion where he lives as mayor. Annabelle Neilson was a British model and socialite. Neilson was identified as having emailed Epstein numerous times between 2010 and 2012, Neilson agreed to "put together a group of girls" for Epstein and noted that some were "unfortunately past their sell-by date". Elisa New is an American academic and former professor at Harvard University. In 2015, New wrote to Epstein to thank him for a donation he had arranged, stating: "you have been such a wonderful supporter of my Poetry in America project. That gift woke up the Deans to the importance of Harvard's role in producing the highest quality humanities content in the WORLD." A 2020 Harvard review found that one of Epstein's foundations claimed on tax forms in 2016 that it had donated $110,000 to a nonprofit organization of which New was president. In November 2025, New issued a statement apologizing for maintaining contact with Epstein. In December 2025, Arizona State University cut ties with New, and PBS dropped her show, "Poetry in America". Boris Nikolic is a Croatian doctor, biotech investor, and former adviser to the Bill and Melinda Gates Foundation. Epstein named him the backup executor of his estate; Nikolic said he did not consent. In January 2010, Nikolic told Epstein that he met Nicolas Sarkozy, and two persons he described as Epstein's friends: Bill Clinton, Prince Andrew; Nikolic mentioned having flirted a 22-year-old woman but, after noticing she was with her husband, concluded that "anything good is rented". In October 2011, Epstein enjoined Nikolic to meet Christopher Poole. Martin Nowak is an Austrian-born professor of mathematics and biology at Harvard University. In 2003, Epstein donated $6.5 million to establish Harvard's Program for Evolutionary Dynamics, which Nowak led. Epstein visited Harvard approximately 40 times after his release from jail in 2009, according to a university review. In 2017, Epstein introduced Nowak to his publicist, Masha Drokova, to arrange an interview; Drokova later emailed Epstein to say that she "had a great conversation with Martin" and that "he loves you". After publishing a report on its financial ties to Epstein in 2020, Harvard placed Nowak under sanctions for two years and shuttered the Program for Evolutionary Dynamics; he remains a professor of mathematics and of biology at Harvard. Nowak did not immediately respond to a request for comment. According to The Times, Nowak emailed Ghislaine Maxwell to thank her for her "amazing hospitality", with a little apology about a near miss: "i am so very sorry i caused you so much worry and that i spoilt this day. i am so happy that i did not kill anybody. my perspective of life has changed somehow... lots of love martin." O Hans Ulrich Obrist is a Swiss art curator. He, Epstein, and Taryn Simon were invited by Brockman to an event in Palo Alto, California. Obrist had also invited Rem Koolhaas, but Koolhaas couldn't attend as he was working for Putin at the time. Mehmet Oz, also known as Dr. Oz, is an American television presenter, physician, and administrator of the Centers for Medicare & Medicaid Services. A transaction report from 2004 showed Epstein paid $1,592 for the travel expenses of Oz. Epstein was invited to a 2014 event at which Oz was a guest speaker, but wrote in an email that he was unavailable to attend. The files also contained a 2016 email from Oz to Epstein, though its contents were redacted. P Andrés Pastrana Arango was President of Colombia from 1998 to 2002. According to flight logs from Epstein's private jet, Pastrana was present on a flight from Carabobo, Venezuela, to Nassau, the Bahamas, in 2003. Upon the release of the logs in 2019, Pastrana admitted to having flown with Epstein to the Bahamas for a stop-over, claiming their final destination was Havana, Cuba, at the invitation of Fidel Castro. A photograph showed Pastrana and Ghislaine Maxwell wearing Colombian Aerospace Force uniforms. Jean Pigozzi is a French-born Italian art collector and philanthropist who inherited his fortune from his father Henri. Pigozzi and Epstein had a substantial correspondance. In a 2013 exchange, Pigozzi told Epstein: "I like the red head. Seem fun and smart" and "I like her / No tits. Small problem." Pigozzi said he did not remember any discussion of a "red head"" with Epstein and he regreted meeting him. Steven Pinker is a Canadian-American Harvard University professor of psychology and a public intellectual involved in the American culture wars. He has intersected with Epstein through Brockman, Dershowitz, Kosslyn, Krauss, and Nowak. He also helped Epstein with his legal defense. Video footage from the December 2025 files release has shown four seconds of Pinker riding with Epstein on his Lolita Express. John Phelan is an American businessman and the United States Secretary of the Navy. His name is present in a flight manifest from Jeffrey Epstein's private airplane in 2006. Also on the flight manifest was Jean-Luc Brunel and six names redacted in the October 2025 release. Stacey Plaskett is the U.S. Virgin Islands representative. Timestamps and contents of text messages revealed an exchange between Epstein and Plaskett during a February 2019 House Oversight Committee hearing in which Michael Cohen testified against Trump. Epstein noted that Cohen had mentioned Trump's executive assistant Rhona Graff; Plaskett asked Cohen about Graff during her questioning. Plaskett tried to normalize the exchange and emphasized her record against sexual crimes. Christopher Poole (a.k.a. "moot") is an American Internet entrepreneur and founder of 4chan. In October 2011, Epstein met Poole. Epstein later wrote to the person who introduced that he liked him, and found him "very bright". In February 2026, in response to speculation that Epstein might have influenced the creation of /pol/ in October 2011, Poole said: "Epstein had nothing to do with the reintroduction of a politics board to 4chan, nor anything else related to the site. […] I met with him one time for an unmemorable lunch meeting. […] I regret having ever encountered him at all, and have deep sympathy for all of his victims." Soon-Yi Previn is the wife of Woody Allen. She maintained email correspondence with Epstein. She repeatedly said that the MeToo movement had "gone too far"; she also described a 15-year-old victim of Anthony Weiner as "despicable and disgusting", and she blamed the victim. Emails showed that Epstein helped Allen and Previn's daughter get into Bard College by connecting her to the school's president, a longtime acquaintance. Penny Pritzker is a billionaire businesswoman and former United States Secretary of Commerce. She was mentioned in a May 2013 email exchange between Epstein and Tom Pritzker, her cousin, writing: "I clearly did something wrong in my last life to have to deal w this bulls---. AND I warned her"; Epstein responded "nice to see you" and "please come more often", and Pritzker replied "Always fun." Thomas Pritzker is an American billionaire businessman. Pritzker originally downplayed his contact with Epstein, but the release of the Epstein files revealed continuous plans and exchanges, including one email in which he helps Karyna Shuliak arrange a trip to Southeast Asia to "find a new girlfriend for Epstein." In February 2026, Pritzker stepped down from his position as executive chairman of Hyatt Hotels, and would concentrate on a science foundation he began. Hardeep Singh Puri is an Indian politician and, since 2021, the Union Minister of Petroleum and Natural Gas. An email from Puri to Epstein in November 2014 detailed reasons for engaging with India following Prime Minister Narendra Modi's election. Puri did not deny sending the email to Epstein and admitted that he "met him only on a few occasions, 3 or at max 4 times to be precise, as part of a delegation. Our interactions had nothing to do (with the crimes he is accused of)". Pusha T (Terrence LeVarr Thornton) is an American rapper. He is mentioned in an FBI crisis intake form that was released with other Epstein files in January 2026, showing that an anonymous victim alleged that Pusha T had been one of her "handlers" during the years she had experienced being drugged and sexually abused. Vladimir Putin is the President of Russia. Epstein offered to get a friend a visa with Putin's help. Epstein scheduled an appointment to meet Putin in 2011 and 2014. Epstein attempted to secure an audience with Putin for years in the 2010s to discuss proposals about foreign investment. Notably, he leveraged his contact with Thorbjørn Jagland, the former prime minister of Norway, to facilitate the arrangement of said meeting. Epstein also communicated with Ehud Barak about his hopes to meet Putin. It is unclear whether the meeting ever happened. The president's name appears more than a thousand times in the January Epstein files release, but many references are only tangential, such as in media bulletins sent to Epstein's email. The Kremlin dismissed Western claims that Epstein was a Russian intelligence asset. R Joshua Cooper Ramo is an American foreign policy consultant and co-chief executive of Kissinger Associates. Scheduling documents showed the then co-CEO of Henry Kissinger's corporate consulting firm had more than a dozen meetings with Epstein from 2013 to 2017, many in the evenings at Epstein's Manhattan townhouse. Ramo was invited to a breakfast at the townhouse in September 2013 with former Israeli prime minister Ehud Barak. At the time, Ramo served on the boards of Starbucks and FedEx. Lisa Randall is an American theoretical physicist and professor at Harvard University. Released documents indicate that Randall had several in-person meetings with Epstein, including a visit to his island in the Carribbean in November 2014, along with a group of other guests. The two also exchanged hundreds of messages, with Randall at one point jokingly asking Epstein if he hadn't "had enough house arrest", referring to his 2008 conviction. Randall claimed she was introduced to Epstein by her then-literary agent John Brockman (q.v.) in 2004; when Randall was considering leaving Harvard in 2009, Brockman emailed a number of people, including Epstein, seeking advice. Brett Ratner is an American film director and producer. Ratner appeared in undated photographs with Epstein and Jean-Luc Brunel, a late French modeling agent and longtime associate of Epstein. Additional images released in January 2026 showed Ratner seated on a sofa beside Epstein and two women whose identities were obscured; a series of thumbnails showed Ratner, Epstein, and Brunel with different women. There was no indication of wrongdoing in the files. Terje Rød-Larsen is a Norwegian former diplomat, politician, and sociologist. The Epstein files indicated that each of Terje Rød-Larsen's children were to be given $5 million in Epstein's will. In a statement, Rød-Larsen's wife Mona Juul (q.v.) said that the family had not been aware of the contents of the will before the document release, and declined to comment further. Within the files, Rød-Larsen described Epstein as "my best friend" and "a thoroughly good human being". Larsen had introduced Epstein to Jean Todt (q.v.). David A. Ross is an art museum curator. His relationship with Epstein has been traced back as far as 1990s, when Ross was a director at the Whitney Museum of Art. When Epstein was released from jail in 2009, Ross sent him an email celebrating his release from an "undeserved punishment foisted upon you by jealous creeps". A few months later, Epstein offered to fund an exhibition titled Statutory, which he described as "girls and boys ages 14 - 25.. where they look nothing like their true ages. Juvenile mug shots. , photo shop, make up. some people go to prison because they can't tell true age. controversial . fun". Ross responded: "You are incredible!" In 2015, Ross emailed Epstein saying he was "still proud" to call him a friend despite the ongoing revelations. After the release of the files, Ross stated that befriending wealthy patrons like Epstein was part of his job. Ross left his chair at the School of Visual Arts. Ariane de Rothschild is a French banker and the CEO of Edmond de Rothschild Group. Scheduling documents showed de Rothschild had more than a dozen meetings with Epstein from 2013 to 2019. She bought nearly $1 million worth of auction items on Epstein's behalf in 2014 and 2015, and in October 2015 negotiated a $25 million contract for Epstein's Southern Trust Co. to provide risk analysis services for the bank. In 2019, following Epstein's arrest, the bank initially stated that de Rothschild had never met Epstein and the bank had no business links with him; the bank later acknowledged to The Wall Street Journal that this statement was not accurate. The bank stated that de Rothschild had no knowledge of any legal proceedings against Epstein and "was similarly unaware of any questions regarding his personal conduct". Lynn Forester de Rothschild is the chair of E.L. Rothschild. Epstein said that he had given Lady de Rothschild financial help in the 1990s during her divorce from her second husband Andrew Stein, but a spokesperson for Rothschild said that this claim was "one hundred percent false". Epstein's lawyer, Alan Dershowitz, claimed he was introduced to Epstein by Lady de Rothschild, who referred to him as an "interesting autodidact" who he would enjoy getting to know. According to Ghislaine Maxwell, Lady de Rothschild introduced Prince Andrew to Epstein. Peter Mandelson was introduced to Epstein at Lady de Rothschild's house on Martha's Vineyard. Marc Rowan is an American billionaire businessman. Emails showed the Apollo Global Management CEO corresponded with Epstein over the firm's tax arrangements throughout the 2010s, despite Apollo having stated in 2020 that it "never did any business" with Epstein. In March 2016, Rowan forwarded Epstein a detailed internal calculation regarding Apollo's tax receivable agreement. Documents showed Epstein was involved in discussions about a possible tax "inversion" deal that would have redomiciled Apollo overseas; in one 2016 exchange, Epstein wrote that "using rothschild for the inversion allows interesting structures", and Rowan responded in agreement. An email from Epstein described a meeting that appeared to be with Rowan: "Mark [sic] was here this morning; we talked Athene, Montauk, Rothschild. Planes boats etc." In 2015, Apollo partner Sanjay Patel emailed Epstein stating that "Marc Rowan asked me to catch up with you regarding the Rothschild conversations." Documents also showed Rowan and another Apollo executive met executives from Edmond de Rothschild Group at Epstein's Manhattan townhouse in early 2016. Apollo confirmed to the Financial Times that it shared company financial information with Epstein but said this was only for Leon Black's personal financial planning; the firm stated that "Mr Rowan had neither a business nor any other relationship with Mr Epstein" and that "Apollo never did any business with Mr Epstein." Kevin Rudd was prime minister of Australia from 2007 to 2010 and in 2013, and is ambassador of Australia to the United States since 2023. Documents released in 2026 show a meeting with Rudd in Epstein's daily schedule for 8 June 2014; Rudd's office stated they had no records of any such meeting taking place. An email also shows Epstein agreeing to a question from an assistant whether Rudd could bring his wife and son to a dinner hosted by him in September 2015. Rudd's office stated that he was invited to the dinner by the International Peace Institute (IPI), a think tank which he chaired at the time, but ultimately did not attend. In 2020 Rudd acknowledged distant ties to Epstein through donations made by the latter to the IPI, but said he was "blindsided" when he learned of the matter. Rudd has denied any meetings or correspondence with Epstein. Kathryn Ruemmler is an American lawyer, former White House Counsel under Barack Obama, and currently general counsel of Goldman Sachs. Ruemmler was a white-collar defense attorney at Latham & Watkins in 2014 when Epstein's defense attorney Reid Weingarten connected the two. From that time until his death, documents show Epstein sent numerous gifts to Ruemmler. The gifts included flowers, wine, an Hermès bag, $10,000 in Bergdorf Goodman gift cards, spa treatments, an Apple Watch, and "1 million amex points". The two corresponded frequently. In 2015, she told Epstein's assistant, "I adore him." That year, Epstein asked her about the legalities of prostitution and consent with "girls"; she replied that minors "could not legally consent to engaging in prostitution". A March 2018 email from Epstein's office invited Ruemmler to a get-together with Epstein, Miroslav Lajčák, and Steve Bannon. When Epstein was arrested in July 2019, she was one of the three people he called. In 2020, Ruemmler joined Goldman Sachs and now states that her relationship with Epstein was professional and that she regularly interacted with criminals as part of her job, adding: "I regret ever knowing him, and I have enormous sympathy for the victims of Epstein's crimes." She later submitted a resignation letter to Goldman Sachs, effective four months in the future. S David Schoen is an American attorney who served as one of Donald Trump's impeachment defense lawyers. In 2011, Schoen wrote to Epstein: "These past couple of years you have to deal with horrible government agencies and folks who appear to be nothing less than extortionists posing as victims and that has to have been terrible." They continued to correspond until shortly before Epstein's death. Al Seckel was an American writer and skeptic married to Ghislaine Maxwell's sister, Isabel Maxwell. In 2010, Seckel discussed reputation management with Epstein. Seckel charged Epstein tens of thousands of US dollars for search engine optimization, including downranking stories about his conviction, removing "toxic suggested search engine terms", and making edits to Epstein's Wikipedia article to add content about Epstein's philanthropic work, to remove mentions of Epstein's crimes and his mug shot from the lead section, and to get users who added unwanted material banned. In 2010, Seckel emailed scientists he was acquainted with to link to websites Epstein that promoted his philanthropy in order to improve their SEO score and bump negative coverage from the search engine's first page. In July 2015, Seckel's body was reportedly found at the bottom of a cliff near his home in southern France. As of December 2021, his death remained unconfirmed by French authorities. Andres Serrano is an American photographer and artist. Serrano photographed Epstein shortly before Epstein's death in 2019. In 2016, Serrano emailed Epstein that he was considering a "sympathy vote" for Trump because of outrage about the Donald Trump Access Hollywood tape. Karyna Shuliak is a Belarus-born dentist and was Epstein's girlfriend. The files revealed that Epstein gave her a 32.73-carat diamond ring and planned to give her all of his homes and $100 million in the event of his death. In February 2012, Shuliak was denied admission to Columbia University's dental school. In August 2012, Epstein donated $100,000 to the dental school and was in contact with school administrators about admitting her. Peggy Siegal is an American entertainment publicist. She had corresponded with Epstein in 2009 during a trip to Kenya. In the email correspondence, she had offered to "bring a little baby back for you....or two". She also stated that she planned to pose for photographs in "mud huts" and pretend that she had "crashed the winter White House" and posed "with Obama's relatives". Princess Sofia, Duchess of Värmland, is a member of the Swedish royal family and former model. Princess Sofia met Epstein on a few occasions in 2005, prior to her marriage, while she was living in New York City. An email from 2005 showed that Epstein invited her to his Caribbean estate, which the Swedish Royal Court claims she declined. A 2010 photograph of the princess was sent to Epstein by her mentor, financier Barbro Ehnbom. Epstein invited Sofia to a private Broadway screening in New York in 2012. Kevin Spacey is an American actor. Undated photographs showed him standing with Epstein. Other images showed Spacey visiting the Churchill War Rooms with Bill Clinton and Ghislaine Maxwell during a 2002 visit to the UK as part of a Clinton Foundation humanitarian trip. Spacey told journalist Piers Morgan in 2024 that he traveled on Epstein's plane for the foundation trip but that "he never spent time with him". He has not been accused of wrongdoing in relation to Epstein. Jes Staley is an American banker and the former group chief executive of Barclays. Released documents show that Staley was one of three trustees of Epstein's estate until 2015, which is counter to what Staley testified in court. The other two trustees were Darren Indyke and his friend David Mitchell (property investor). In 2021, Staley stepped down from his position at Barclays due to his relationship with Epstein. When he tried to overturn the lifetime ban he received from the Financial Conduct Authority over this relationship, he was forced to testify about his emails to Epstein that referenced "Snow White" and marital affairs he had with Epstein's staff in an apartment owned by Epstein's brother, Mark Epstein. In December 2025, it was revealed that Staley and Lawrence Summers had been appointed by Epstein as executors of his estate. Ken Starr was an American lawyer, federal judge, and Baylor University president. In 2008, Starr was "instrumental" in securing a plea deal for Epstein. In 2012, Starr hosted Epstein at the Baylor campus where Starr was president. In released emails from 2016, Starr and Epstein are affectionate, with Starr signing off with "hugs" or "love", and Epstein commenting that he missed talking with Starr. In 2016, they discussed Baylor University sexual assault scandal that ultimately resulted in Starr's termination as Baylor president. In 2017, Epstein asked Starr for advice on how Lawrence Krauss should handle the sexual misconduct allegations levied against him. In 2010, while UK trade envoy, Prince Andrew apparently passed on an email conversation about the Royal Bank of Scotland and Aston Martin to German businessman David Stern, who allegedly passed it on to Epstein. Sultan Ahmed bin Sulayem is an Emirati businessman to whom Epstein wrote in 2009: "I loved the torture video". The Department of Justice originally redacted his name from the email, but Representative Thomas Massie made it public. In 2014, Bin Sulayem had Epstein ask Peter Mandelson to join the board of one of his companies. In February 2017, he introduced Ambani to Epstein. Other exchanges between the two show Bin Sulayem facilitating the transfer of Epstein's masseuse to a spa in Turkey, Bin Sulayem sending Epstein a link to pornography, and Epstein advising Bin Sulayem on whether to attend Trump's first inauguration. Bin Sulayem was replaced as chair and CEO of DP World. Lawrence H. Summers is an American economist, former United States secretary of the treasury, and former president of Harvard University. Emails showed the former Treasury Secretary and Harvard president discussed with Epstein his romantic pursuit of a woman; in one exchange, Epstein referred to himself as a "good wing man". Communications between the two continued until days before Epstein's arrest in July 2019. Summers stepped back from teaching while Harvard reviews his links to Epstein. He resigned from the board of OpenAI and positions at the Center for American Progress and The Budget Lab at Yale, and the New York Times did not renew his contract as a contributing writer. T David Tang was a Hong Kong businessman and founder of the Shanghai Tang fashion brand. The files revealed he worked with Epstein and Maxwell on a start-up called ICorrect. Tang previously defended the former Prince Andrew for being friends with Epstein. Corina Tarnita is a biology professor at Princeton University. She met Epstein while a graduate student at Harvard, and remained in contact between 2008 and 2012, including discussion of his 2008 conviction. In 2009, she helped Epstein anonymously wire transfers of $10,000 to a "girl from Romania" and $5,000 to a person in California. Peter Thiel is an American entrepreneur and co-founder of PayPal, Palantir Technologies, and Founders Fund. Documents showed that an investment firm co-founded by the venture capitalist accepted $40 million from Epstein and that the two corresponded for at least five years before Epstein's death. In 2018, Epstein urged Thiel to "Visit me Caribbean." A spokesman for Thiel declined to comment on the relationship but said Thiel "never went to Epstein's island". Epstein called Thiel "a great friend" and offered fiscal advice. In an email to Tom Pritzker, Epstein described a dinner with Thiel, Zuckerberg, Musk, and Hoffman as "wild". Amanda Thirsk is a British business executive. She was Andrew Mountbatten-Windsor's private secretary and arranged meetings between Epstein and Mountbatten-Windsor. Ting is a plastic surgeon since 2016. Hundreds of emails detailed visits to Epstein's homes and island, coordination for medical care to "a few female associates", and funding outreach for Mount Sinai. Steve Tisch is an American film producer and businessman. Emails from 2013 show the New York Giants co-owner and Epstein discussing women, with Epstein describing their physical features. In a statement, Tisch said: "We had a brief association where we exchanged emails about adult women, and in addition, we discussed movies, philanthropy and investments. I did not take him up on any of his invitations and never went to his island. As we all know now, he was a terrible person and someone I deeply regret associating with." The NFL stated they would weigh whether Tisch's emails violated its personal conduct policies. Jean Todt is a French motor racing executive, former president of the FIA, and United Nations Special Envoy. Todt visited Epstein's home in 2017. They had been introduced by Terje Rød-Larsen (q.v.), who wrote to Epstein: "Think it could be useful for you to meet Jean Todt. Sent you his contact info. Call him and invite him for coffee." After the meeting, Epstein emailed Eduardo Teodorani, the chairman of the Italian Chamber of Commerce and Industry for the UK, saying that Todt was an "odd guy". Mark Tramo is an adjunct professor at the UCLA department of neurology. He corresponded with Epstein regularly until Epstein's death. In October 2007 as Epstein was pleading guilty to charges of soliciting prostitition from a minor, Tramo sent a message pledging to stand by Epstein. In 2010, he forwarded student emails to Epstein, who asked if any of the students were cute; Tramo replied, "We'll see! (you're terrible!)" That same year, he agreed to Al Seckel's request to add a link to websites whitewashing Epstein, saying, "What splendid ideas!" He also thanked Epstein for the sometimes anonymous help he provided for his work. In 2017, one of Epstein's charities gave $100,000 to a research institution Tramo founded and directs. After his involvement with Epstein resurfaced, Tramo's profile has been removed from UCLA's website. Tramo stated, "I had no idea he was a pervert!" Robert Trivers is an American evolutionary biologist and social biologist. Trivers told Reuters in 2015 that Epstein had given him about $40,000 for his research. In December 2018, Trivers emailed Epstein about funding, writing that Epstein had once said he would "never not support me". In 2015, Trivers defended Epstein to Reuters, stating that girls "mature sooner than they used to" and that he did not "see these acts as so heinous". Trivers did not respond to requests for comment. Donald Trump is the 45th and 47th president of the United States. The New York Times identified more than 5,300 files containing over 38,000 references to Trump, his wife, Mar-a-Lago, and related terms in the January 2026 release; many were news articles or publicly available materials, and none included direct communication between Trump and Epstein. Trump was among half a dozen prominent men about whom the FBI's files included what an official described as "salacious information", according to internal correspondence; the agency compiled tips about Trump into a summary that was released but contained no corroborating information. A 2011 email from the DOJ's files indicates that Epstein planned to call Trump regarding Virginia Giuffre; Trump has claimed he parted ways earlier. Handwritten notes from a September 2019 victim interview described being transported to Mar-a-Lago to meet Trump, with Epstein allegedly saying "This is a good one, huh?"; the notes did not suggest misconduct by Trump. In an exchange with Jagland, Epstein said that Churkin explained Trump's behavior: "he must be seen to get something". On February 1, 2026, Deputy Attorney General Todd Blanche said on CNN that the Justice Department had looked into sexual misconduct allegations against Trump in connection with Epstein but "did not find credible information to merit further investigation". In its press release, the DOJ stated that some documents contained "untrue and sensationalist claims against President Trump" that were "unfounded and false". As of February 1, 2026, the list of tips regarding Trump was no longer available on the DOJ's publicly accessible database. Donald Trump Jr. and Eric Trump are American businessmen and the sons of Donald Trump. In an email a month after the 2016 elections, Epstein told Boris Nikolic he was in Palm Beach with Eric and Donald Jr. on Christmas Day. Melania Trump is a Slovenian-born American model and First Lady of the United States. In a 2002 email, Melania Trump wrote to an individual identified as "G" to congratulate her on a New York magazine profile of Epstein. Though the recipient's email address was redacted, Epstein's then-girlfriend Ghislaine Maxwell was photographed in the article. Melania Trump did not immediately respond to a request for comment. Paul Tweed is an Irish international lawyer that worked with Epstein on how to have a media strategy in the United Kingdom. V Brian Vickers is an American former professional stock car racer. Documents showed correspondence between the former NASCAR driver and Epstein dating back to at least 2012. Vickers's ex-wife Sarah Kellen has been named as a co-conspirator in Epstein's sex trafficking operation; Kellen has said she is a victim of Epstein, though in 2007 she was accused by authorities in Palm Beach, Florida, of helping recruit young women to provide sex for Epstein. In March 2012, Vickers forwarded Epstein an email with sexually explicit content. In 2013, emails showed Epstein working behind the scenes on NASCAR sponsorships for Vickers after news of Kellen's involvement with Epstein began to surface; Epstein wrote that he had contacted Michael Waltrip Racing co-owners Michael Waltrip and Rob Kauffman to address concerns that sponsor Aaron's might not follow through on a deal. According to Epstein's email, Waltrip and Kauffman did not intend to bring the matter to Aaron's attention; Aaron's went on to sponsor Vickers for the 2014 season. In February 2019, Vickers sent Epstein an email with the subject line "Thought you would like this" and a video attachment. W Karim Wade is a Senegalese politician and the son of Senegal's former president Abdoulaye Wade. After meeting Wade in 2010, Epstein described him as "one of the most important players in Africa" to Jes Staley, and expressed delight at being able to "have fun" with him. Wade was charged with corruption in Senegal and imprisoned in 2013, and was sentenced to six years imprisonment in 2015; emails indicate that Epstein assisted Wade with legal and lobbying fees in relation to the corruption case. After Wade's release in 2016, Epstein described him as "the most charismatic and rational of all the [A]fricans" in an email to Larry Summers. Michael Waltrip is an American former professional stock car racer, racing commentator, and racing team owner. 2013 emails between Brian Vickers and Epstein showed Waltrip, then owner of Michael Waltrip Racing, was made aware of currently undisclosed allegations made against Vickers that would potentially hamper their sponsorship efforts going forward from anchor partner Aaron's. This happened discussing sponsorships with co-owner Rob Kauffman, and the pair would state "They are good with it on a personal level, but said they have to keep the best interest of the team in mind." Casey Wasserman is an American entertainment executive and sports agent. Wasserman exchanged personal emails with Maxwell in March and April 2003; in one message, Maxwell offered Wasserman a massage that could "drive a man wild". Other documents showed Wasserman and his then-wife flew on Epstein's jet in September 2002 with Maxwell, Epstein, Bill Clinton, Kevin Spacey, and others as part of a humanitarian trip by the Clinton Foundation. Wasserman published a regretful statement, and announced he was selling his talent agency after clients left. James Watson was an American molecular biologist, geneticist and zoologist. Photographs show Watson accompanied by three young women, whose faces have been redacted, at Epstein's Manhattan townhouse. Epstein exchanged dozens of emails regarding Watson with the latter's associates, including discussions of breakfast and dinner arrangements between the two. In some cases, Epstein asked associates to prepare questions on genetics for Watson before meetings. Harvey Weinstein is an American former film producer and sex offender. Weinstein is mentioned in an FBI crisis intake form that was released with other Epstein files in January 2026. An anonymous victim alleged that, after being drugged and sexually abused, she woke up in a room with Weinstein and Jay-Z. Les Wexner is an American billionaire businessman. In emails from Epstein's account obtained by Distributed Denial of Secrets, Wexner messaged Epstein prior to Epstein's guilty plea in 2008 writing, "All I can say is I feel sorry. You violated your own number 1 rule ... Always be careful." Wexner claimed to have severed ties with Epstein in 2007. These emails were not released by the DOJ. In an unsent draft letter that was released by the DOJ, Epstein wrote to Wexner, "You and I had 'gang stuff' for over 15 years" and then refers to secrets the two of them kept from Wexner's wife. Weeks after Epstein's death, JPMorgan Chase filed a suspicious activity report for transactions conducted by Wexner as well as Glenn Dubin, Leon Black, and Alan Dershowitz, totalling about $1 billion. These reports were unsealed by a federal judge. Nathan Wolfe is a former professor of virology at Stanford University. He corresponded with Epstein between 2008 and 2013. His name appears almost 600 times in the released files, and include emails about "female Viagra", invitations to dinners with "hottie interns", and research into female sex drive and sexual behavior. Three years after Epstein pled guilty to felony minor prostitution charges, Wolfe urged him "never to let the bastards get you down." Michael Wolff is an American media consultant and journalist. Documents showed extended correspondence between the journalist and Epstein; Wolff has previously said Epstein was a source for his 2018 book Fire and Fury. In December 2015, Wolff told Epstein that CNN planned to ask Trump about his relationship with Epstein; when Epstein asked about crafting an answer, Wolff responded, "I think you should let him hang himself." In October 2016, after the Access Hollywood tape surfaced, Wolff wrote to Epstein that there was an "opportunity to come forward this week and talk about Trump in such a way that could garner you great sympathy and help finish him". Wolff described the emails as "embarrassing" but defended his approach as "playacting" to obtain information about Trump. Z Mark Zuckerberg is an American billionaire businessman and co-founder of Meta. In an email to Tom Pritzker, Epstein described a 2015 dinner with Zuckerberg, Musk, Thiel and Hoffman as "wild". In a May 2012 email, Epstein called Zuckerberg "gay". Jacob Zuma is a South African politician and anti-apartheid activist who served as the President of South Africa from 2009 to 2018. An email dated 4 March 2010 showed someone working on behalf of Epstein (who is said to have been Epstein's associate Mark Lloyd) to arrange a dinner at the Ritz Hotel in London. The email suggested that a "beautiful Russian model" (whose name was redacted) attended the dinner. In a separate email sent by Epstein that day, Epstein informed British politician Lord Peter Mandelson about the dinner. On March 6, 2010, Epstein sent an email to an unknown person and received a reply on the next day from that unknown person who said the Russian model "was a delight last night and enchanted all those she met." The unknown person also said that Zuma "was much more impressive and engaging than I thought he would be!" The Jacob Zuma Foundation issued a statement which condemned the reporting on the files mentioning Zuma as an "unethical attempt to tarnish Zuma's reputation by proximity to the unrelated crimes of a third party." References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Lod#cite_ref-:0_3-3] | [TOKENS: 4733] |
Contents Lod Lod (Hebrew: לוד, fully vocalized: לֹד), also known as Lydda (Ancient Greek: Λύδδα) and Lidd (Arabic: اللِّدّ, romanized: al-Lidd, or اللُّدّ, al-Ludd), is a city 15 km (9+1⁄2 mi) southeast of Tel Aviv and 40 km (25 mi) northwest of Jerusalem in the Central District of Israel. It is situated between the lower Shephelah on the east and the coastal plain on the west. The city had a population of 90,814 in 2023. Lod has been inhabited since at least the Neolithic period. It is mentioned a few times in the Hebrew Bible and in the New Testament. Between the 5th century BCE and up until the late Roman period, it was a prominent center for Jewish scholarship and trade. Around 200 CE, the city became a Roman colony and was renamed Diospolis (Ancient Greek: Διόσπολις, lit. 'city of Zeus'). Tradition identifies Lod as the 4th century martyrdom site of Saint George; the Church of Saint George and Mosque of Al-Khadr located in the city is believed to have housed his remains. Following the Arab conquest of the Levant, Lod served as the capital of Jund Filastin; however, a few decades later, the seat of power was transferred to Ramla, and Lod slipped in importance. Under Crusader rule, the city was a Catholic diocese of the Latin Church and it remains a titular see to this day.[citation needed] Lod underwent a major change in its population in the mid-20th century. Exclusively Palestinian Arab in 1947, Lod was part of the area designated for an Arab state in the United Nations Partition Plan for Palestine; however, in July 1948, the city was occupied by the Israel Defense Forces, and most of its Arab inhabitants were expelled in the Palestinian expulsion from Lydda and Ramle. The city was largely resettled by Jewish immigrants, most of them expelled from Arab countries. Today, Lod is one of Israel's mixed cities, with an Arab population of 30%. Lod is one of Israel's major transportation hubs. The main international airport, Ben Gurion Airport, is located 8 km (5 miles) north of the city. The city is also a major railway and road junction. Religious references The Hebrew name Lod appears in the Hebrew Bible as a town of Benjamin, founded along with Ono by Shamed or Shamer (1 Chronicles 8:12; Ezra 2:33; Nehemiah 7:37; 11:35). In Ezra 2:33, it is mentioned as one of the cities whose inhabitants returned after the Babylonian captivity. Lod is not mentioned among the towns allocated to the tribe of Benjamin in Joshua 18:11–28. The name Lod derives from a tri-consonantal root not extant in Northwest Semitic, but only in Arabic (“to quarrel; withhold, hinder”). An Arabic etymology of such an ancient name is unlikely (the earliest attestation is from the Achaemenid period). In the New Testament, the town appears in its Greek form, Lydda, as the site of Peter's healing of Aeneas in Acts 9:32–38. The city is also mentioned in an Islamic hadith as the location of the battlefield where the false messiah (al-Masih ad-Dajjal) will be slain before the Day of Judgment. History The first occupation dates to the Neolithic in the Near East and is associated with the Lodian culture. Occupation continued in the Levant Chalcolithic. Pottery finds have dated the initial settlement in the area now occupied by the town to 5600–5250 BCE. In the Early Bronze, it was an important settlement in the central coastal plain between the Judean Shephelah and the Mediterranean coast, along Nahal Ayalon. Other important nearby sites were Tel Dalit, Tel Bareqet, Khirbat Abu Hamid (Shoham North), Tel Afeq, Azor and Jaffa. Two architectural phases belong to the late EB I in Area B. The first phase had a mudbrick wall, while the late phase included a circulat stone structure. Later excavations have produced an occupation later, Stratum IV. It consists of two phases, Stratum IVb with mudbrick wall on stone foundations and rounded exterior corners. In Stratum IVa there was a mudbrick wall with no stone foundations, with imported Egyptian potter and local pottery imitations. Another excavations revealed nine occupation strata. Strata VI-III belonged to Early Bronze IB. The material culture showed Egyptian imports in strata V and IV. Occupation continued into Early Bronze II with four strata (V-II). There was continuity in the material culture and indications of centralized urban planning. North to the tell were scattered MB II burials. The earliest written record is in a list of Canaanite towns drawn up by the Egyptian pharaoh Thutmose III at Karnak in 1465 BCE. From the fifth century BCE until the Roman period, the city was a centre of Jewish scholarship and commerce. According to British historian Martin Gilbert, during the Hasmonean period, Jonathan Maccabee and his brother, Simon Maccabaeus, enlarged the area under Jewish control, which included conquering the city. The Jewish community in Lod during the Mishnah and Talmud era is described in a significant number of sources, including information on its institutions, demographics, and way of life. The city reached its height as a Jewish center between the First Jewish-Roman War and the Bar Kokhba revolt, and again in the days of Judah ha-Nasi and the start of the Amoraim period. The city was then the site of numerous public institutions, including schools, study houses, and synagogues. In 43 BC, Cassius, the Roman governor of Syria, sold the inhabitants of Lod into slavery, but they were set free two years later by Mark Antony. During the First Jewish–Roman War, the Roman proconsul of Syria, Cestius Gallus, razed the town on his way to Jerusalem in Tishrei 66 CE. According to Josephus, "[he] found the city deserted, for the entire population had gone up to Jerusalem for the Feast of Tabernacles. He killed fifty people whom he found, burned the town and marched on". Lydda was occupied by Emperor Vespasian in 68 CE. In the period following the destruction of Jerusalem in 70 CE, Rabbi Tarfon, who appears in many Tannaitic and Jewish legal discussions, served as a rabbinic authority in Lod. During the Kitos War, 115–117 CE, the Roman army laid siege to Lod, where the rebel Jews had gathered under the leadership of Julian and Pappos. Torah study was outlawed by the Romans and pursued mostly in the underground. The distress became so great, the patriarch Rabban Gamaliel II, who was shut up there and died soon afterwards, permitted fasting on Ḥanukkah. Other rabbis disagreed with this ruling. Lydda was next taken and many of the Jews were executed; the "slain of Lydda" are often mentioned in words of reverential praise in the Talmud. In 200 CE, emperor Septimius Severus elevated the town to the status of a city, calling it Colonia Lucia Septimia Severa Diospolis. The name Diospolis ("City of Zeus") may have been bestowed earlier, possibly by Hadrian. At that point, most of its inhabitants were Christian. The earliest known bishop is Aëtius, a friend of Arius. During the following century (200-300CE), it's said that Joshua ben Levi founded a yeshiva in Lod. In December 415, the Council of Diospolis was held here to try Pelagius; he was acquitted. In the sixth century, the city was renamed Georgiopolis after St. George, a soldier in the guard of the emperor Diocletian, who was born there between 256 and 285 CE. The Church of Saint George and Mosque of Al-Khadr is named for him. The 6th-century Madaba map shows Lydda as an unwalled city with a cluster of buildings under a black inscription reading "Lod, also Lydea, also Diospolis". An isolated large building with a semicircular colonnaded plaza in front of it might represent the St George shrine. After the Muslim conquest of Palestine by Amr ibn al-'As in 636 CE, Lod which was referred to as "al-Ludd" in Arabic served as the capital of Jund Filastin ("Military District of Palaestina") before the seat of power was moved to nearby Ramla during the reign of the Umayyad Caliph Suleiman ibn Abd al-Malik in 715–716. The population of al-Ludd was relocated to Ramla, as well. With the relocation of its inhabitants and the construction of the White Mosque in Ramla, al-Ludd lost its importance and fell into decay. The city was visited by the local Arab geographer al-Muqaddasi in 985, when it was under the Fatimid Caliphate, and was noted for its Great Mosque which served the residents of al-Ludd, Ramla, and the nearby villages. He also wrote of the city's "wonderful church (of St. George) at the gate of which Christ will slay the Antichrist." The Crusaders occupied the city in 1099 and named it St Jorge de Lidde. It was briefly conquered by Saladin, but retaken by the Crusaders in 1191. For the English Crusaders, it was a place of great significance as the birthplace of Saint George. The Crusaders made it the seat of a Latin Church diocese, and it remains a titular see. It owed the service of 10 knights and 20 sergeants, and it had its own burgess court during this era. In 1226, Ayyubid Syrian geographer Yaqut al-Hamawi visited al-Ludd and stated it was part of the Jerusalem District during Ayyubid rule. Sultan Baybars brought Lydda again under Muslim control by 1267–8. According to Qalqashandi, Lydda was an administrative centre of a wilaya during the fourteenth and fifteenth century in the Mamluk empire. Mujir al-Din described it as a pleasant village with an active Friday mosque. During this time, Lydda was a station on the postal route between Cairo and Damascus. In 1517, Lydda was incorporated into the Ottoman Empire as part of the Damascus Eyalet, and in the 1550s, the revenues of Lydda were designated for the new waqf of Hasseki Sultan Imaret in Jerusalem, established by Hasseki Hurrem Sultan (Roxelana), the wife of Suleiman the Magnificent. By 1596 Lydda was a part of the nahiya ("subdistrict") of Ramla, which was under the administration of the liwa ("district") of Gaza. It had a population of 241 households and 14 bachelors who were all Muslims, and 233 households who were Christians. They paid a fixed tax-rate of 33,3 % on agricultural products, including wheat, barley, summer crops, vineyards, fruit trees, sesame, special product ("dawalib" =spinning wheels), goats and beehives, in addition to occasional revenues and market toll, a total of 45,000 Akçe. All of the revenue went to the Waqf. In 1051 AH/1641/2, the Bedouin tribe of al-Sawālima from around Jaffa attacked the villages of Subṭāra, Bayt Dajan, al-Sāfiriya, Jindās, Lydda and Yāzūr belonging to Waqf Haseki Sultan. The village appeared as Lydda, though misplaced, on the map of Pierre Jacotin compiled in 1799. Missionary William M. Thomson visited Lydda in the mid-19th century, describing it as a "flourishing village of some 2,000 inhabitants, imbosomed in noble orchards of olive, fig, pomegranate, mulberry, sycamore, and other trees, surrounded every way by a very fertile neighbourhood. The inhabitants are evidently industrious and thriving, and the whole country between this and Ramleh is fast being filled up with their flourishing orchards. Rarely have I beheld a rural scene more delightful than this presented in early harvest ... It must be seen, heard, and enjoyed to be appreciated." In 1869, the population of Ludd was given as: 55 Catholics, 1,940 "Greeks", 5 Protestants and 4,850 Muslims. In 1870, the Church of Saint George was rebuilt. In 1892, the first railway station in the entire region was established in the city. In the second half of the 19th century, Jewish merchants migrated to the city, but left after the 1921 Jaffa riots. In 1882, the Palestine Exploration Fund's Survey of Western Palestine described Lod as "A small town, standing among enclosure of prickly pear, and having fine olive groves around it, especially to the south. The minaret of the mosque is a very conspicuous object over the whole of the plain. The inhabitants are principally Moslim, though the place is the seat of a Greek bishop resident of Jerusalem. The Crusading church has lately been restored, and is used by the Greeks. Wells are found in the gardens...." From 1918, Lydda was under the administration of the British Mandate in Palestine, as per a League of Nations decree that followed the Great War. During the Second World War, the British set up supply posts in and around Lydda and its railway station, also building an airport that was renamed Ben Gurion Airport after the death of Israel's first prime minister in 1973. At the time of the 1922 census of Palestine, Lydda had a population of 8,103 inhabitants (7,166 Muslims, 926 Christians, and 11 Jews), the Christians were 921 Orthodox, 4 Roman Catholics and 1 Melkite. This had increased by the 1931 census to 11,250 (10,002 Muslims, 1,210 Christians, 28 Jews, and 10 Bahai), in a total of 2475 residential houses. In 1938, Lydda had a population of 12,750. In 1945, Lydda had a population of 16,780 (14,910 Muslims, 1,840 Christians, 20 Jews and 10 "other"). Until 1948, Lydda was an Arab town with a population of around 20,000—18,500 Muslims and 1,500 Christians. In 1947, the United Nations proposed dividing Mandatory Palestine into two states, one Jewish state and one Arab; Lydda was to form part of the proposed Arab state. In the ensuing war, Israel captured Arab towns outside the area the UN had allotted it, including Lydda. In December 1947, thirteen Jewish passengers in a seven-car convoy to Ben Shemen Youth Village were ambushed and murdered.In a separate incident, three Jewish youths, two men and a woman were captured, then raped and murdered in a neighbouring village. Their bodies were paraded in Lydda’s principal street. The Israel Defense Forces entered Lydda on 11 July 1948. The following day, under the impression that it was under attack, the 3rd Battalion was ordered to shoot anyone "seen on the streets". According to Israel, 250 Arabs were killed. Other estimates are higher: Arab historian Aref al Aref estimated 400, and Nimr al Khatib 1,700. In 1948, the population rose to 50,000 during the Nakba, as Arab refugees fleeing other areas made their way there. A key event was the Palestinian expulsion from Lydda and Ramle, with the expulsion of 50,000-70,000 Palestinians from Lydda and Ramle by the Israel Defense Forces. All but 700 to 1,056 were expelled by order of the Israeli high command, and forced to walk 17 km (10+1⁄2 mi) to the Jordanian Arab Legion lines. Estimates of those who died from exhaustion and dehydration vary from a handful to 355. The town was subsequently sacked by the Israeli army. Some scholars, including Ilan Pappé, characterize this as ethnic cleansing. The few hundred Arabs who remained in the city were soon outnumbered by the influx of Jews who immigrated to Lod from August 1948 onward, most of them from Arab countries. As a result, Lod became a predominantly Jewish town. After the establishment of the state, the biblical name Lod was readopted. The Jewish immigrants who settled Lod came in waves, first from Morocco and Tunisia, later from Ethiopia, and then from the former Soviet Union. Since 2008, many urban development projects have been undertaken to improve the image of the city. Upscale neighbourhoods have been built, among them Ganei Ya'ar and Ahisemah, expanding the city to the east. According to a 2010 report in the Economist, a three-meter-high wall was built between Jewish and Arab neighbourhoods and construction in Jewish areas was given priority over construction in Arab neighborhoods. The newspaper says that violent crime in the Arab sector revolves mainly around family feuds over turf and honour crimes. In 2010, the Lod Community Foundation organised an event for representatives of bicultural youth movements, volunteer aid organisations, educational start-ups, businessmen, sports organizations, and conservationists working on programmes to better the city. In the 2021 Israel–Palestine crisis, a state of emergency was declared in Lod after Arab rioting led to the death of an Israeli Jew. The Mayor of Lod, Yair Revivio, urged Prime Minister of Israel Benjamin Netanyahu to deploy Israel Border Police to restore order in the city. This was the first time since 1966 that Israel had declared this kind of emergency lockdown. International media noted that both Jewish and Palestinian mobs were active in Lod, but the "crackdown came for one side" only. Demographics In the 19th century and until the Lydda Death March, Lod was an exclusively Muslim-Christian town, with an estimated 6,850 inhabitants, of whom approximately 2,000 (29%) were Christian. According to the Israel Central Bureau of Statistics (CBS), the population of Lod in 2010 was 69,500 people. According to the 2019 census, the population of Lod was 77,223, of which 53,581 people, comprising 69.4% of the city's population, were classified as "Jews and Others", and 23,642 people, comprising 30.6% as "Arab". Education According to CBS, 38 schools and 13,188 pupils are in the city. They are spread out as 26 elementary schools and 8,325 elementary school pupils, and 13 high schools and 4,863 high school pupils. About 52.5% of 12th-grade pupils were entitled to a matriculation certificate in 2001.[citation needed] Economy The airport and related industries are a major source of employment for the residents of Lod. Other important factories in the city are the communication equipment company "Talard", "Cafe-Co" - a subsidiary of the Strauss Group and "Kashev" - the computer center of Bank Leumi. A Jewish Agency Absorption Centre is also located in Lod. According to CBS figures for 2000, 23,032 people were salaried workers and 1,405 were self-employed. The mean monthly wage for a salaried worker was NIS 4,754, a real change of 2.9% over the course of 2000. Salaried men had a mean monthly wage of NIS 5,821 (a real change of 1.4%) versus NIS 3,547 for women (a real change of 4.6%). The mean income for the self-employed was NIS 4,991. About 1,275 people were receiving unemployment benefits and 7,145 were receiving an income supplement. Art and culture In 2009-2010, Dor Guez held an exhibit, Georgeopolis, at the Petach Tikva art museum that focuses on Lod. Archaeology A well-preserved mosaic floor dating to the Roman period was excavated in 1996 as part of a salvage dig conducted on behalf of the Israel Antiquities Authority and the Municipality of Lod, prior to widening HeHalutz Street. According to Jacob Fisch, executive director of the Friends of the Israel Antiquities Authority, a worker at the construction site noticed the tail of a tiger and halted work. The mosaic was initially covered over with soil at the conclusion of the excavation for lack of funds to conserve and develop the site. The mosaic is now part of the Lod Mosaic Archaeological Center. The floor, with its colorful display of birds, fish, exotic animals and merchant ships, is believed to have been commissioned by a wealthy resident of the city for his private home. The Lod Community Archaeology Program, which operates in ten Lod schools, five Jewish and five Israeli Arab, combines archaeological studies with participation in digs in Lod. Sports The city's major football club, Hapoel Bnei Lod, plays in Liga Leumit (the second division). Its home is at the Lod Municipal Stadium. The club was formed by a merger of Bnei Lod and Rakevet Lod in the 1980s. Two other clubs in the city play in the regional leagues: Hapoel MS Ortodoxim Lod in Liga Bet and Maccabi Lod in Liga Gimel. Hapoel Lod played in the top division during the 1960s and 1980s, and won the State Cup in 1984. The club folded in 2002. A new club, Hapoel Maxim Lod (named after former mayor Maxim Levy) was established soon after, but folded in 2007. Notable people Twin towns-sister cities Lod is twinned with: See also References Bibliography External links |
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[SOURCE: https://en.wikipedia.org/wiki/Rave_culture] | [TOKENS: 9266] |
Contents Rave A rave (from the verb: to rave) is a dance party at a warehouse, club, or other public or private venue, typically featuring performances by DJs playing electronic dance music. The style is most associated with the early 1990s dance music scene when DJs played at illegal events in musical styles dominated by electronic dance music from a wide range of sub-genres, including drum and bass, dubstep, trap, break, happy hardcore, trance, techno, hardcore, house, and alternative dance. Occasionally live musicians have been known to perform at raves, in addition to other types of performance artists such as go-go dancers and fire dancers. The music is amplified with a large, powerful sound reinforcement system, typically with large subwoofers to produce a deep bass sound. The music is often accompanied by laser light shows, projected coloured images, visual effects and fog machines. Fuelled by the emerging dance scene, and spearheaded by acid house music and underground bands such as The Prodigy, many of the "acid house" parties were held in squats during the late 1980s. Well known locations such as the "Dole House" (Peckham), the abandoned bus station and the squatted children's home in Camberwell known as Groove Park had crowds of over a thousand. Full Moon parties were organised at Groove Park by Pete Marland (who went on to start the dance scene in Western Ireland in the early 1990s) and multiple events went on for over a year as an Art Collective sanctioned by locals. The Times' first colour supplement carried an article about the dance scene at Groove Park, though some of the organisers did not want to be photographed. While some raves may be small parties held at nightclubs or private homes, some others have grown to immense size, such as the large festivals and events featuring multiple DJs and dance areas (e.g., the Castlemorton Common Festival in 1992). Some electronic dance music festivals have features of raves, but on a larger, often commercial scale. Raves may last for a long time, with some events continuing for twenty-four hours, and lasting all through the night. Law enforcement raids and anti-rave laws have presented a challenge to the rave scene in many countries. This is due to the association of rave culture with illegal drugs such as MDMA (often referred to as a "club drug" or "party drug" along with MDA), amphetamine, LSD, GHB, ketamine, methamphetamine, cocaine, and cannabis. In addition to drugs, raves often make use of non-authorized, secret venues, such as squat parties at unoccupied homes, unused warehouses, or aircraft hangars. These concerns are often attributed to a type of moral panic surrounding rave culture. History In the late 1950s in London, England, the term "rave" was used to describe the "wild bohemian parties" of the Soho beatnik set. Jazz musician Mick Mulligan, known for indulging in such excesses, had the nickname "king of the ravers". In 1958, Buddy Holly recorded the hit "Rave On", citing the madness and frenzy of a feeling and the desire for it never to end. The word "rave" was later used in the burgeoning mod youth culture of the early 1960s as the way to describe any wild party in general. People who were gregarious party animals were described as "ravers". Pop musicians such as Steve Marriott of Small Faces and Keith Moon of the Who were self-described "ravers". In 1965, the Grateful Dead served as the backing band for the San Francisco Acid Tests, which were LSD drug parties organized by Ken Kesey. Subsequently, visual artist Andy Warhol later organized the Exploding Plastic Inevitable in New York, a multimedia event backed with performances by the Velvet Underground and Nico, the event was characterized by flashing lights, loud music, dancing and heavy drug use. During the psychedelic era, happenings became a common fixture of the counterculture. This later culminated in the massive social phenomenon known as the Summer of Love. The phrase "Summer of Love" was used once again during the advent of rave culture in the 1980s, referring to the "Second Summer of Love". Presaging the word's subsequent 1980s association with electronic music, the word "rave" was a common term used regarding the music of mid-1960s garage rock and psychedelia bands (most notably the Yardbirds, who released an album in the United States called Having a Rave Up). Along with being an alternative term for partying at such garage events in general, the "rave-up" referred to a specific crescendo moment near the end of a song where the music was played faster, more heavily and with intense soloing or elements of controlled feedback. It was later part of the title of an electronic music performance event held on 28 January 1967 at London's Roundhouse titled the "Million Volt Light and Sound Rave". The event featured the only known public airing of an experimental sound collage created for the occasion by Paul McCartney of the Beatles – the legendary "Carnival of Light" recording. With the rapid change of British pop culture from the mod era of 1963–1966 to the hippie era of 1967 and beyond, the term fell out of popular usage. The Northern soul movement is cited by many as being a significant step towards the creation of contemporary club culture and of the superstar DJ culture of the 2000s. As in contemporary club culture, Northern soul DJs built up a following based on satisfying the crowd's desires for music that they could not hear anywhere else. Many argue that Northern soul was instrumental in creating a network of clubs, DJs, record collectors and dealers in the UK, and was the first music scene to provide the British charts with records that sold entirely on the strength of club play. A technique employed by northern soul DJs in common with their later counterparts was the sequencing of records to create euphoric highs and lows for the crowd; DJ Laurence 'Larry' Proxton was known for using this method. DJ personalities and their followers involved in the original Northern soul movement went on to become important figures in the house and dance music scenes. During the 1970s and early 1980s until its resurrection, the term was not in vogue, one notable exception being in the lyrics of the song "Drive-In Saturday" by David Bowie (from his 1973 album Aladdin Sane) which includes the line, "It's a crash course for the ravers." Its use during that era would have been perceived as a quaint or ironic use of bygone slang: part of the dated 1960s lexicon along with words such as "groovy". The perception of the word "rave" changed again in the late 1980s when the term was revived and adopted by a new youth culture, possibly inspired by the use of the term in Jamaica. In the mid to late 1980s, a wave of psychedelic and other electronic dance music, most notably acid house music, emerged from acid house music parties in the mid-to-late 1980s in the Chicago area in the United States. After Chicago acid house artists began experiencing overseas success, acid house quickly spread and caught on in the United Kingdom within clubs, warehouses and free-parties, first in Manchester in the mid-1980s and then later in London. In the late 1980s, the word "rave" was adopted to describe the subculture that grew out of the acid house movement. Activities were related to the party atmosphere of Ibiza, a Mediterranean island in Spain, frequented by British, Italian, Greek, Irish and German youth on vacation, who would hold raves and dance parties. By the 1990s, genres such as acid, breakbeat hardcore, hardcore, happy hardcore, gabber, drum and bass, post-industrial and electronica were all being featured at raves, both large and small. There were mainstream events which attracted thousands of people (up to 25,000 instead of the 4,000 that came to earlier warehouse parties). Acid house music parties were first re-branded "rave parties" in the media, during the summer of 1989 by Genesis P-Orridge during a television interview; however, the ambience of the rave was not fully formed until the early 1990s. In 1990, raves were held "underground" in several cities, such as Berlin, Milan and Patras, in basements, warehouses and forests. British politicians responded with hostility to the emerging rave party trend. Politicians spoke out against raves and began to fine promoters who held unauthorised parties. Police crackdowns on these often unauthorised parties drove the rave scene into the countryside. The word "rave" somehow caught on in the UK to describe common semi-spontaneous weekend parties occurring at various locations linked by the brand new M25 London orbital motorway that ringed London and the Home Counties; it was this that gave the band Orbital their name. These ranged from former warehouses and industrial sites in London, to fields and country clubs in the countryside. Characteristics Rave music may either refer to the late 1980s/early 1990s genres of house, new beat, breakbeat, acid house, techno and hardcore techno, which were the first genres of music to be played at rave parties, or to any other genre of electronic dance music (EDM) that may be played at a rave. The genre "rave", also known as hardcore (not to be confused with other "hardcore" music genres) by early ravers, first appeared amongst the UK "acid" movement during the late 1980s at warehouse parties and other underground venues, as well as on UK pirate radio stations. Another genre called "rave" during the early 1990s, was the Belgian hardcore techno music that emerged from new beat, when techno became the main style in the Belgian EDM scene. The "rave" genre would develop into oldschool hardcore, which lead onto newer forms of rave music such as drum and bass, 2-step and happy hardcore as well as other hardcore techno genres, such as gabber and hardstyle. Rave music is usually presented in a DJ mix set, although live performances are not uncommon. Styles of music include: Downtempo and less dance-oriented styles which are sometimes called chill-out music, that might be heard in a rave "chill-out" room or at a rave that plays slower electronic music includes: Raves have historically referred to grassroots organised, anti-establishment and unlicensed all‐night dance parties. Prior to the commercialisation of the rave scene, when large legal venues became the norm for these events, the location of the rave was kept secret until the night of the event, usually being communicated through answering machine messages, mobile messaging, secret flyers, and websites. This level of secrecy, necessary for avoiding any interference by the police, also on account of the illicit drug use, enabled the ravers to use locations they could stay in for ten hours at a time. It promoted the sense of deviance and removal from social control. In the 2000s, this level of secrecy still exists in the underground rave scene. However "after-hours" clubs, as well as large outdoor events, create a similar type of alternate atmosphere, but focus much more on vibrant visual effects, such as props and décor. In more recent years,[when?] large commercial events are held at the same locations year after year with similar reoccurring themes every year. Events like Electric Daisy Carnival and Tomorrowland are typically held at the same venue that holds mass numbers of people. Some raves make use of pagan symbolism. Modern raving venues attempt to immerse the raver in a fantasy-like world. Indigenous imagery and spirituality can be characteristic in the Raving ethos. In both the New Moon and Gateway collectives, "pagan altars are set up, sacred images from primitive cultures decorate the walls, and rituals of cleansing are performed over the turntables and the dance floor" This type of spatial strategy is an integral part of the raving experience because it sets the initial "vibe" in which the ravers will immerse themselves. This said "vibe" is a concept in the raver ethos that represents the allure and receptiveness of an environment's portrayed and or innate energy. The landscape is an integral feature in the composition of rave, much like it is in pagan rituals. For example, The Numic Ghost Dancers rituals were held on specific geographical sites, considered to hold powerful natural flows of energy. These sites were later represented in the rhythmic dances, to achieve a greater level of connectivity. The Falls festival in Byron Bay features a rave party hidden behind a washing machine in a laundromat. The following is an incomplete list of venues associated with the rave subculture: A sense of participation in a group event is among the chief appeals of rave music and dancing to pulsating beats is its immediate outlet. Raving in itself is a syllabus-free dance, whereby the movements are not predefined and the dance is performed randomly, dancers take immediate inspiration from the music, their mood and watching other people dancing. Thus, the electronic, rave and club dances, also known as Post-Internet Dances refer to the street dance styles that evolved alongside electronic music culture. A common feature shared by all these dances, along with being originated at clubs, raves and music festivals around the world and in different years, is that when YouTube and other social media started to become popular (around 2006), these dances began to be popularised by videos of raves. Since the late 1980s, rave fashion has undergone constant evolution with each new generation of ravers. Many of the rave fashion trends have appeared internationally, but there were also individual developments from region to region and from scene to scene. At early rave parties, often costume-like clothes and garments with signal color look such as protective suits, safety vests, dust and gas masks were worn and combined with accessories such as vacuum cleaners or cyberpunk inspired goggles. Clothing with slogans such as "Peace, Love, Unity" and smiley-face T-shirts first appeared with the acid house movement of the 1980s. Further popular themes of the early rave scene were plastic aesthetics, various fetish styles, DIY, 1970s, second-hand optics, retro sportswear (such as Adidas tracksuits), sex (showing much skin and nudity, e.g. wearing transparent or crop tops), war (e.g. in the form of combat boots or camouflage trousers), and science fiction. Common fashion styles of the 1990s include tight-fitting nylon shirts, tight nylon quilted vests, bell-bottoms, neoprene jackets, studded belts, platform shoes, jackets, scarves and bags made of flokati fur, fluffy boots and phat pants, often in bright and neon colours. Also gaudy coloured hair, dreadlocks, tattoos and piercings came into fashion with ravers. Widespread accessories included wristbands and collars, whistles, pacifiers, white gloves, glow sticks, feather boas, oversized sunglasses, and record bags made of truck tarpaulins. In the early 1990s the first commercial rave fashion trends developed from this, which were quickly taken up by the fashion industry and marketed under the term clubwear. Different dress codes also evolved in the various sub-scenes of the rave culture. For example, the typical gabber or psytrance raver dressed significantly different from "normal" ravers, but common basic features remained recognisable. Since the 2000s, the clothing style of the rave culture remains heterogeneous, as do its followers. Particularly in North America, rave fashion continues to be characterised by colourful clothing and accessories, most notably the "kandi" jewellery that fluoresces under ultraviolet light.[citation needed] They contain words or phrases that are unique to the raver and that they can choose to trade with each other using "PLUR" (Peace, Love, Unity, Respect). This style of attire was again taken up by the fashion industry and marketed as "rave fashion" or "festival fashion", now includling all kinds of accessories to create unique looks depending on event. In contrast to this and starting at Berlin techno clubs like Berghain in the 2000s, a strictly black style, partly borrowed from the dark scene, has established itself within parts of the techno scene. Certain rave events such as Sensation also have a strict minimalistic dress policy, either all white or black attire. Some ravers participate in one of four light-oriented dances, called glowsticking, glowstringing, gloving, and lightshows. Of the four types of light-orientated dances, gloving in particular has evolved far beyond the rave culture. Other types of light-related dancing include LED lights, flash-lights and blinking strobe lights. LEDs come in various colours with different settings. Gloving has evolved into a separate dance form that has grown rapidly in the last couple of years of early 2010. Glovers use their fingers and hands to move with the beat of the music. And they use the color to create patterns and have different speed settings for the lights on their gloves. These components give the glove artist different ways to fascinate spectators of their light shows. The use of lights can improve the way people react during the songs or throughout the concert itself. Since then the culture has extended to all ages, ranging from kids in their early teens to college students and more. The traditional Rave lights are limited now, but many stores have developed newer, brighter, and more advanced version of lights with a plethora of colours and modes—modes include solid, stribbon, strobe, dops, hyper flash, and other variations. Among the various elements of 1970s disco subculture that ravers drew on, in addition to basing their scene around dance music mixed by DJs, ravers also inherited the positive attitude towards using club drugs to "enhanc[e]...the sensory experience" of dancing to loud music. The state of mind referred to as "ecstasy" (not to be confused with the slang term for MDMA) sought by ravers has been described as "a result of when various factors harmonise the ego with the other elements such as place and music and [one] enter[s] a "one state" where [they] cannot distinguish what is material or not, where things enter into syntony and constitute a unique moment, precisely the kind sought in medi[t]ation". However, disco dancers and ravers preferred different drugs. Whereas 1970s disco scene members preferred cocaine and the depressant/sedative Quaaludes, ravers preferred MDMA, 2C-B, amphetamine, and other pills. According to the FBI, raves are one of the most popular venues where club drugs are distributed, and as such feature a prominent drug subculture. Club drugs include MDMA (more commonly known as "ecstasy", "E" or "molly"), 2C-B (more commonly known as "nexus"), amphetamine (commonly referred to as "speed"), GHB (commonly referred to as "fantasy" or "liquid E"), cocaine (commonly referred to as "coke"), DMT, and LSD (commonly referred to as "lucy" or "acid"). "Poppers" is the street name for alkyl nitrites (the most well-known being amyl nitrite), which are inhaled for their intoxicating effects, notably the "rush" or "high" they can provide. Nitrites originally came as small glass capsules that were popped open, which led to the nickname "poppers." The drug became popular in the US first on the disco/club scene of the 1970s and then at dance and rave venues in the 1980s and 1990s. In the 2000s, synthetic phenethylamines such as 2C-I, 2C-B and DOB have been referred to as club drugs due to their stimulating and psychedelic nature (and their chemical relationship with MDMA). By late 2012, derivates of the psychedelic 2C-X drugs, the NBOMes and especially 25I-NBOMe, had become common at raves in Europe. In the U.S., some law enforcement agencies have branded the subculture as a drug-centric culture, as rave attendees have been known to use drugs such as cannabis, 2C-B, and DMT.[citation needed] Since the early 2000s, medical professionals have acknowledged and addressed the problem of the increasing consumption of alcoholic drinks and club drugs (such as MDMA, cocaine, rohypnol, GHB, ketamine, PCP, LSD, and methamphetamine) associated with rave culture among adolescents and young adults in the Western world. Studies have shown that adolescents are more likely than young adults to use multiple drugs, and the consumption of club drugs is highly associated with the presence of criminal behaviors and recent alcohol abuse or dependence. In May 2007, Antonio Maria Costa, executive director of the United Nations Office on Drugs and Crime, advocated drug testing on highways as a countermeasure against drug use at raves. Much of the controversy, moral panic, and law enforcement attention directed at rave culture and its association with drug use may be due to reports of drug overdoses (particularly MDMA) at raves, concerts, and festivals. History by country The Belgian rave scene and sound have their roots in the late 1980s Belgian EBM and New Beat scenes. Originally created by DJs slowing down gay Hi-NRG 45rpm records to 33rpm to create a trance-dance groove, New Beat evolved into a native form of hardcore techno in the 1990s with the introduction of techno records played at their original speeds or even slightly accelerated. This brutal new hardcore style spread throughout the European rave circuit and penetrated the pop charts. The musical contribution of Brooklyn's DJ-producer Joey Beltram to R&S Records, run by Renaat Vandepapeliere, was instrumental in the development of iconic Belgian techno sounds and anthems. Exodus Productions was arguably the first production company in Canada to throw regular rave style events at the warehouse space known as 23 Hop, located at 318 Richmond Street West in Toronto's Entertainment District. The first party was held on 31 August 1991. Multiple production companies would quickly follow suit, and the rave scene would soon explode into a massive scene, with 23 Hop as the initial launching pad, until its closure in 1995. The documentary film The Legend of 23 Hop highlighted the early stages of Exodus and similarly modelled production companies. Notable DJs that performed at 23 Hop included Moby, Mark Oliver, Dino & Terry, Sean L., Dr. No, Malik X, DJ Ruffneck, Jungle PhD, Kenny Glasgow, Matt C, John E, Danny Henry and David Crooke. In 2001 Calgary, Alberta became the first major municipality in Canada to pass a bylaw with respect to raves. The intent of the bylaw was to ensure that raves would be safe for participants, and also not unduly disruptive to adjacent neighbourhoods. The bylaw was created in consultation with representatives from the municipality, the province of Alberta, and the rave community. In West Germany and West Berlin, a substantial acid house scene had established itself in the late 1980s. In the West Berlin club Ufo, an illegal party venue located in the basement of an old apartment building, the first acid house parties took place in 1988. In Munich at this time, the Negerhalle (1983–1989) and the ETA-Halle established themselves as the first acid house clubs in temporarily used, dilapidated industrial halls, marking the beginning of the so-called hall culture in Germany. In July 1989, the first Love Parade took place in West Berlin. Immediately after the Berlin Wall fell on 9 November 1989, free underground techno parties mushroomed in East Berlin. According to East German DJ Paul van Dyk the techno-based rave scene was a major force in re-establishing social connections between East and West Germany during the unification period. Soon the first techno clubs emerged in East Berlin such as the Tresor (est. 1991), the Planet (1991–1993), and the Bunker (1992–1996). In Frankfurt, the Omen opened in 1988, which under its operator Sven Väth became the center of the scene in the Rhein-Main area in the following years. In 1990, the Babalu Club opened in Munich, introducing the concept of afterhours in Germany. In the late 1990s, the venues Tresor and E-Werk (1993–1997) in Berlin, Omen (1988–1998) and Dorian Gray (1978–2000) in Frankfurt, Ultraschall (1994–2003), KW – Das Heizkraftwerk (1996–2003) and Natraj Temple (1996–2008) in Munich, as well as Stammheim (1994–2002) in Kassel, had established themselves as the most renowned techno clubs in Germany. Parallel to the established club scene, illegal raves remained an integral part of the German rave scene throughout the 1990s. In urbanised Germany illegal raves and techno parties often preferred industrial sceneries such as decommissioned power stations, factories, the canalisation or former military properties of the cold war. In the course of the 1990s, rave culture became part of a new youth movement in Germany and Europe. DJs and electronic-music producers such as WestBam proclaimed the existence of a "raving society" and promoted electronic music as legitimate competition for rock and roll. Indeed, electronic dance music and rave subculture became mass movements. Since the mid-1990s, raves had tens of thousands of attendees, youth magazines featured styling tips, and television networks launched music magazines on house and techno music. The annual Love Parade festivals in Berlin and later the Metropolitan Ruhr area repeatedly attracted more than one million party-goers between 1997 and 2010. Dozens of other annual technoparades took place in Germany and Central Europe in the 1990s and early 2000s, the largest ones being Union Move, Generation Move, Reincarnation and Vision Parade as well as Street Parade and Lake Parade in Switzerland. Large commercial raves since the nineties include Mayday, Nature One, Time Warp, SonneMondSterne and Melt!. Since the late 2000s, Berlin is still called the capital of techno and rave, and techno clubs such as Berghain, Tresor, KitKatClub or Watergate and the way to party in barely renovated venues, ruins or wooden shacks such as, among many others, Club der Visionaere, Wilde Renate, or Bar 25, attracted international media attention. One movie that portraits the scene of the 2000s is Berlin Calling starring Paul Kalkbrenner. In the 2010s, there continued to be a vivid rave and techno scene throughout the country, including numerous festivals and world-class techno clubs also outside of Berlin, such as for example MMA Club and Blitz Club in Munich, Institut für Zukunft in Leipzig or Robert Johnson in Offenbach. The UK was finally recognised for its rave culture in the late 1980s and early 1990s. By 1991, organisations such as Fantazia and Raindance were holding massive legal raves in fields and warehouses around the country. The Fantazia party at Castle Donington, July 1992 was an open-air, all-night event. The Vision at Pophams airfield in August 1992 and Universe's Tribal Gathering in 1993 had a more festival feel. By the middle of 1992, the scene was slowly changing, with local councils passing by-laws and increasing fees in an effort to prevent or discourage rave organisations from acquiring necessary licences.[citation needed] This meant that the days of the large one-off parties were numbered. By the mid-1990s, the scene had also fragmented into many different styles of dance music, making large parties more expensive to set up and more difficult to promote. The sound driving the big raves of the early 1990s had by the end of 1993 split into two distinct and polarising styles, the darker jungle and the faster happy hardcore. Although many ravers left the scene due to the split, promoters such as ESP Dreamscape and Helter Skelter still enjoyed widespread popularity and capacity attendances with multi-arena events catering to the various genres. Notable events of this period included ESP's outdoor Dreamscape 20 event on 9 September 1995 at Brafield aerodrome fields, Northants and Helter Skelter's Energy 97 outdoor event on 9 August 1997 at Turweston Aerodrome, Northants. The illegal free party scene also reached its zenith for that time after a particularly large festival, when many individual sound systems such as Bedlam, Circus Warp, DIY, and Spiral Tribe set up near Castlemorton Common. The government acted. Under the Criminal Justice and Public Order Act 1994, the definition of music played at a rave was given as: "Music" includes sounds wholly or predominantly characterised by the emission of a succession of repetitive beats. — Criminal Justice and Public Order Act 1994 Sections 63, 64 and 65 of the Act targeted electronic dance music played at raves. The Criminal Justice and Public Order Act empowered police to stop a rave in the open air when a hundred or more people are attending, or where two or more are making preparations for a rave. Section 65 allows any uniformed constable who believes a person is on their way to a rave within a five-mile radius to stop them and direct them away from the area; non-compliant citizens may be subject to a maximum fine not exceeding level 3 on the standard scale (£1000). The Act was officially introduced because of the noise and disruption caused by all night parties to nearby residents, and to protect the countryside. However, some participants in the scene claimed it was an attempt to lure youth culture away from MDMA and back to taxable alcohol. In November 1994, the Zippies staged an act of electronic civil disobedience to protest against the CJB (i.e., Criminal Justice Bill). After 1993, the main outlet for raves in the UK were a number of licensed parties, amongst them Helter Skelter, Life at Bowlers (Trafford Park, Manchester), The Edge (formerly the Eclipse [Coventry]), The Sanctuary (Milton Keynes) and Club Kinetic. In London, itself, there were a few large clubs that staged raves on a regular basis, most notably "The Laser Dome", "The Fridge", "The Hippodrome", "Club U.K.", and "Trade." "The Laser Dome" featured two separate dance areas, "Hardcore" and "Garage", as well as over 20 video game machines, a silent-movie screening lounge, replicas of the "Statue of Liberty", "San Francisco Bridge", and a large glass maze. In Scotland, event promoters Rezerection held large-scale events across the country. By 1997, the popularity of weekly Superclub nights had taken over from the old Rave format, with a raft of new club-based genres sweeping in (e.g. Trance, Hard House, Speed and UK garage) alongside the more traditional House sound that had regained popularity. Clubs like Gatecrasher and Cream rose to prominence with dress codes and door policies that were the polar opposite of their rave counterparts; stories of refused entry due to not wearing the right clothing were commonplace, but seemingly did nothing to deter Superclub attendance.[citation needed] In August 2020, following a proliferation of illegal gatherings, the British government introduced additional legislation allowing police to issue organisers of illegal gatherings with fines of £10,000. The American electronic dance music scene is one of the earliest, and rave culture has its roots in the "circuit parties" and disco clubs of the late 1970s. These were scattered in cities large and small throughout the United States, from Buffalo to Cleveland to Aspen, Colorado. Cities like Chicago, Detroit, Miami, and New York City soon saw the rise of electronic music genres foundational to rave culture, such as house music, techno, and breakbeat. American ravers, like their UK and European counterparts, have been compared to the hippies of the 1960s due to their shared interest in non-violence and psychedelia. Rave culture incorporated disco culture's same love of dance music spun by DJs, drug exploration, sexual promiscuity, and hedonism. Although disco culture had thrived in the mainstream, the rave culture would make an effort to stay underground to avoid the animosity that was still surrounding disco and dance music. The key motive for remaining underground in many parts of the US had to do with curfew and the standard 2:00 am closing of clubs. It was a desire to keep the party going past legal hours that created the underground direction. Because of the legality, they had to be secretive about time and place. Within the early 1980s Chicago created "House music" and quickly grew with the city. This music scene has been one of the earliest and most influential scenes in dance music history. Frankie Knuckles also known as "Godfather of House Music" who was a dj-producer that was considered to have invented "Chicago House Music". He would mix a range of disco classics, indie-label soul tunes, European synth-disco that is now considered to be "House Music". Frankie played his house beats at The Warehouse (1977–1982) that was a club for members only, that attracted many black gay men but his music gained a wider crowd which then attracted straighter, whiter crowds. Leading its owner of the club, Robert Williams, to get rid of memberships entirely. Frankie left to create his own club called, "Power Plant" (1983–1985) which gained the attention of an entirely diverse crowd. He created his House music by using his own edits and extending the grooves within the tunes to keep the dance floor filled all-night. Ultimately, this phenomenon spread exponentially throughout Chicago during 1986–1987. Chicago house influenced music which is what created "House Music" in England during 1986 this is what grew into Electronic Dance Music today. In the late 1980s, rave culture began to filter through into North America from English expatriates and from US DJs who would visit Europe. However, rave culture's major expansion in North America is often credited to Frankie Bones, who after spinning a party in an aircraft hangar in England, helped organise some of the earliest American raves in the 1990s in New York City called "Storm Raves". Storm Raves had a consistent core audience, fostered by zines by fellow Storm DJ (and co-founder, with Adam X and Frankie Bones, of the US techno record store, Groove Records). Heather Heart held Under One Sky. Simultaneously in NYC, events were introducing electronic dance music to this city's dance scene. Between 1992 and 1994, promotional groups sprung up across the east coast. In the 1990s, San Diego held large raves with audiences of thousands. These festivals were held on Indian reservations and ski resorts during the summer months and were headlined by DJs such as Doc Martin, Daniel Moontribe, Dimitri of Deee-lite, Afrika Islam and the Hardkiss brothers from San Francisco. They helped to create the Right to Dance movement—a non-violent protest held in San Diego and later in Los Angeles. Featuring local San Diego DJs Jon Bishop, Steve Pagan, Alien Tom, Jeff Skot, Jon-e Thin, Paolo, Merlyn, Gmaxim, Tony Fiore, Damon and Mark E. Quark performed at these events. The events used large props and themes. The fairy and pixie craze, with ravers getting fairy tattoos and wearing fairy wings to parties was associated with the region. The percussive group Crash Worship was active here. In 1993 out of the Los Angeles underground rave movement came Moontribe the original Southern California Full Moon Gathering and featured Dj's Daniel Moontribe (aka Daniel Chavez aka Dcomplex aka Dcomplexity) and more. In the late 1980s and early 1990s, there was a boom in rave culture in the San Francisco Bay Area. At first, small underground parties sprung up all over the SOMA district in vacant warehouses, loft spaces, and clubs. The no alcohol rule fuelled the ecstasy-driven parties. Small underground raves were just starting out and expanding beyond SF to include the East Bay, the South Bay area including San Jose, Santa Clara, and Santa Cruz beaches. In late 1991, raves started to expand across northern California, and cities like Sacramento, Oakland, Silicon Valley (Palo Alto, San Jose). The massive parties were taking place in outdoor fields, aeroplane hangars and hilltops that surround the valley. San Francisco's early promoters and DJs were from the UK and Europe. Raves took place in some of the SOMA art museum event such as, 'Where the wild things are' in the museum on top of the Sony Metreon, and in the Maritime hall (1998–2002). By the end of 1994, a new generation of ravers were attracted by the new sounds. EDM began to become popular. Raves could be found in many different kinds of venues, as opposed to just basements and warehouses. Promoters started to take notice and put together the massives of the late 1990s with many music forms under one roof for 12-hour events. Until 2003, the raves scene continued to grow slow and stay stable until there was increasingly awareness and publicity about illicit drug usage at raves, particularly ecstasy. Parallel to the rave scene growth, was an increase in anti drug policies, which were directly aimed and indirectly influenced rave organizational management and event. On 30 April 2003, the US Congress passed the Illicit Drug Anti-Proliferation Act, which has origins from a similarly purposed, but not passed, 2002 bill. That bill is notably named The RAVE Act. Consequentially, by mid 2000s and late 2000s larger raves appeared more sporadically. Nevertheless, and parallel to new city ordinances regarding curfews and drug enforcement, rave event promoter companies like Go ventures and Insomniac persisted and continued annual scheduled rave events like Monster Massive, Together as One, and Electric Daisy Carnival. From this base of routine and consistency scheduled events, the rave scene reemerged with in 2010 with even more attendance and dance locations. The overwhelming attendance, including from lack of underage attendance restrictions, reached a changing point with the 185,000 estimated in attendance 2010 Electric Daisy Carnival (EDC). That 2010 event gained widespread attention because of the death and overdose of a 15-year-old girl, Sasha Rodriguez. The death prompted an investigation of EDC's Insomniac's founder Pasquale Rotella. That investigation resulted in him being charged with bribery of public employee Todd DeStefano. At the time, DeStefano was the LA Coliseum event manager, which was the location of 2010's EDC. This in turn lead to a reorganisation of Insomniac rave events. For EDC in particular, while free on bail, Pasquale Rotella moved 2011's EDC from Los Angeles to Las Vegas from then on as well as increased the EDC scheduled locations. Rotella later reached a plea bargain and avoided jail time. Through the mid-1990s and into the 2000s the city of Seattle also shared in the tradition of West Coast rave culture. Though a smaller scene compared to San Francisco, Seattle also had many different rave crews, promoters, DJs, and fans. Candy Raver style, friendship and culture became popular in the West Coast rave scene, both in Seattle and San Francisco. At the peak of West Coast rave, Candy Raver, and massive rave popularity (1996–1999,) it was common to meet groups of ravers, promoters, and DJs who frequently travelled between Seattle and San Francisco, as well as Bellingham, Vancouver, Canada and Portland, Oregon. This spread the overall sense of West Coast rave culture and the phenomenon of West Coast "massives". By 2010, raves were becoming the equivalent of large-scale rock music festivals, but many times even bigger and more profitable. The Electric Daisy Carnival in Las Vegas drew more than 300,000 fans over three days in the summer of 2012, making it the largest EDM music festival in North America. Ultra Music Festival in Miami drew 150,000 fans over three days in 2012 while other raves like Electric Zoo in New York, Beyond Wonderland in LA, Movement in Detroit, Electric Forest in Michigan, Spring Awakening Music Festival in Chicago, and dozens more now attract hundreds of thousands of "ravers" every year. These new EDM-based rave events (now simply referred generically to as "music festivals") sell out. Festival attendance at the Electric Daisy Carnival (EDC) increased by 39.1%, or 90,000 attendees from 2011 to 2012. In 2013, EDC had attendance of approximately 345,000 people, a record for the festival. The average ticket for EDC cost over $300 and the event contributed $278 million to the Clark County economy in 2013. This festival takes place at a 1,000-acre complex featuring a half dozen custom built stages, enormous interactive art installations, and hundreds of EDM artists. Insomniac, a US EDM event promoter, holds yearly EDC and other EDM events. Rave parties began in Australia as early as the 1980s and continued well into the late 1990s. They were mobilised versions of the 'warehouse parties', across Britain. Similar to the United States and Britain, raves in Australia were unlicensed and held in spaces normally used for industrial and manufacturing purposes, such as warehouses, factories and carpet showrooms. In addition, suburban locations were also used: basketball gymnasiums, train stations and even circus tents were all common venues. In Sydney, common areas used for outdoor events included Sydney Park, a reclaimed garbage dump in the inner south west of the city, Cataract Park and various other natural, unused locations and bush lands. The raves placed a heavy emphasis on the connection between humans and the natural environment, thus many raves in Sydney were held outdoors, notably the 'Happy Valley' parties (1991–1994), 'Ecology' (1992) and 'Field of Dreams 4' (6 July 1996). The mid-late 1990s saw a slight decline in rave attendance, attributed to the death of Anna Wood at a licensed inner-city Sydney venue, which was hosting a rave party known as "Apache". Wood had taken ecstasy and died in hospital a few days later, leading to extensive media exposure on the correlation of drug culture and its links to the rave scene in Australia. The tradition continued in Melbourne, with 'Earthcore' parties. Raves also became less underground as they were in the 1990s, and many were held at licensed venues well into the 2000s. Despite this, rave parties of 1990s size became less common. Nonetheless, the rave scene in Australia experienced a resurgence during the 2010s. During this period the resurfacing of the "Melbourne Shuffle", a Melbourne club/rave dance style, became a YouTube trend and videos were uploaded. The rave subculture in Melbourne was strengthened with the opening of clubs such as Bass Station and Hard Candy and the rise of free party groups such as Melbourne Underground. In Melbourne, warehouse squat party and outdoor raves were frequently held throughout the 2010s, with attendance occasionally entering the thousands. Underground raves and rave subcultures exist within Chinese cities such as Shanghai and Shenzhen, although the government has cracked down on clubs in the past as part of anti-drug campaigns. Notable events The following is an incomplete list of notable raves. 1980s 1990s 2000s Artists Notable soundsystems The following is an incomplete list of notable sound systems: See also References Further reading External links |
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Contents Astrobiology Astrobiology (also xenology or exobiology) is a scientific field within the life and environmental sciences that studies the origins, early evolution, distribution, and future of life in the universe by investigating its deterministic conditions and contingent events. As a discipline, astrobiology is founded on the premise that life may exist beyond Earth. Research in astrobiology comprises three main areas: the study of habitable environments in the Solar System and beyond, the search for planetary biosignatures of past or present extraterrestrial life, and the study of the origin and early evolution of life on Earth. The field of astrobiology has its origins in the 20th century with the advent of space exploration and the discovery of exoplanets. Early astrobiology research focused on the search for extraterrestrial life and the study of the potential for life to exist on other planets. In the 1960s and 1970s, NASA began its astrobiology pursuits within the Viking program, which was the first US mission to land on Mars and search for signs of life. This mission, along with other early space exploration missions, laid the foundation for the development of astrobiology as a discipline. Regarding habitable environments, astrobiology investigates potential locations beyond Earth that could support life, such as Mars, Europa, and exoplanets, through research into the extremophiles populating austere environments on Earth, like volcanic and deep sea environments. Research within this topic is conducted utilising the methodology of the geosciences, especially geobiology, for astrobiological applications. The search for biosignatures involves the identification of signs of past or present life in the form of organic compounds, isotopic ratios, or microbial fossils. Research within this topic is conducted utilising the methodology of planetary and environmental science, especially atmospheric science, for astrobiological applications, and is often conducted through remote sensing and in situ missions. Astrobiology also concerns the study of the origin and early evolution of life on Earth to try to understand the conditions that are necessary for life to form on other planets. This research seeks to understand how life emerged from non-living matter and how it evolved to become the diverse array of organisms we see today. Research within this topic is conducted utilising the methodology of paleosciences, especially paleobiology, for astrobiological applications. Astrobiology is a rapidly developing field with a strong interdisciplinary aspect that holds many challenges and opportunities for scientists. Astrobiology programs and research centres are present in many universities and research institutions around the world, and space agencies like NASA and ESA have dedicated departments and programs for astrobiology research. Overview The term astrobiology was first proposed by the Russian astronomer Gavriil Tikhov in 1953. It is etymologically derived from the Greek ἄστρον, "star"; βίος, "life"; and -λογία, -logia, "study". A close synonym is exobiology from the Greek Έξω, "external"; βίος, "life"; and -λογία, -logia, "study", coined by American molecular biologist Joshua Lederberg; exobiology is considered to have a narrow scope limited to the search for life external to Earth. Another associated term is xenobiology, from the Greek ξένος, "foreign"; βίος, "life"; and -λογία, "study", coined by American science fiction writer Robert Heinlein in his 1954 work The Star Beast; xenobiology is now used in a more specialised sense, referring to 'biology based on foreign chemistry', whether of extraterrestrial or terrestrial (typically synthetic) origin. While the potential for extraterrestrial life, especially intelligent life, has been explored throughout human history within philosophy and narrative, the question is a verifiable hypothesis and thus a valid line of scientific inquiry; planetary scientist David Grinspoon calls it a field of natural philosophy, grounding speculation on the unknown in known scientific theory. The modern field of astrobiology can be traced back to the 1950s and 1960s with the advent of space exploration, when scientists began to seriously consider the possibility of life on other planets. In 1957, the Soviet Union launched Sputnik 1, the first artificial satellite, which marked the beginning of the Space Age. This event led to an increase in the study of the potential for life on other planets, as scientists began to consider the possibilities opened up by the new technology of space exploration. In 1959, NASA funded its first exobiology project, and in 1960, NASA founded the Exobiology Program, now one of four main elements of NASA's current Astrobiology Program. In 1971, NASA funded Project Cyclops, part of the search for extraterrestrial intelligence, to search radio frequencies of the electromagnetic spectrum for interstellar communications transmitted by extraterrestrial life outside the Solar System. In the 1960s-1970s, NASA established the Viking program, which was the first US mission to land on Mars and search for metabolic signs of present life; the results were inconclusive. In the 1980s and 1990s, the field began to expand and diversify as new discoveries and technologies emerged. The discovery of microbial life in extreme environments on Earth, such as deep-sea hydrothermal vents, helped to clarify the feasibility of potential life existing in harsh conditions. The development of new techniques for the detection of biosignatures, such as the use of stable isotopes, also played a significant role in the evolution of the field. The contemporary landscape of astrobiology emerged in the early 21st century, focused on utilising Earth and environmental science for applications within comparate space environments. Missions included the ESA's Beagle 2, which failed minutes after landing on Mars, NASA's Phoenix lander, which probed the environment for past and present planetary habitability of microbial life on Mars and researched the history of water, and NASA's Curiosity rover, currently probing the environment for past and present planetary habitability of microbial life on Mars. Theoretical foundations Astrobiological research makes a number of simplifying assumptions when studying the necessary components for planetary habitability. Carbon and Organic Compounds: Carbon is the fourth most abundant element in the universe and the energy required to make or break a bond is at just the appropriate level for building molecules that are not only stable, but also reactive. The fact that carbon atoms bond readily to other carbon atoms allows for the building of extremely long and complex molecules. As such, astrobiological research presumes that the vast majority of life forms in the Milky Way galaxy are based on carbon chemistries, as are all life forms on Earth. However, theoretical astrobiology entertains the potential for other organic molecular bases for life, thus astrobiological research often focuses on identifying environments that have the potential to support life based on the presence of organic compounds. Liquid water: Liquid water is a common molecule that provides an excellent environment for the formation of complicated carbon-based molecules, and is generally considered necessary for life as we know it to exist. Thus, astrobiological research presumes that extraterrestrial life similarly depends upon access to liquid water, and often focuses on identifying environments that have the potential to support liquid water. Some researchers posit environments of water-ammonia mixtures as possible solvents for hypothetical types of biochemistry. Environmental stability: Where organisms adaptively evolve to the conditions of the environments in which they reside, environmental stability is considered necessary for life to exist. This presupposes the necessity of a stable temperature, pressure, and radiation levels; resultantly, astrobiological research focuses on planets orbiting Sun-like red dwarf stars. This is because very large stars have relatively short lifetimes, meaning that life might not have time to emerge on planets orbiting them; very small stars provide so little heat and warmth that only planets in very close orbits around them would not be frozen solid, and in such close orbits these planets would be tidally locked to the star; whereas the long lifetimes of red dwarfs could allow the development of habitable environments on planets with thick atmospheres. This is significant as red dwarfs are extremely common. (See also: Habitability of red dwarf systems). Energy source: It is assumed that any life elsewhere in the universe would also require an energy source. Previously, it was assumed that this would necessarily be from a Sun-like star, however with developments within extremophile research contemporary astrobiological research often focuses on identifying environments that have the potential to support life based on the availability of an energy source, such as the presence of volcanic activity on a planet or moon that could provide a source of heat and energy. It is important to note that these assumptions are based on our current understanding of life on Earth and the conditions under which it can exist. As our understanding of life and the potential for it to exist in different environments evolves, these assumptions may change. Methods Astrobiological research concerning the study of habitable environments in the Solar System and beyond utilises methods within the geosciences. Research within this branch primarily concerns the geobiology of organisms that can survive in extreme environments on Earth, such as in volcanic or deep sea environments, to understand the limits of life, and the conditions under which life might be able to survive on other planets. This includes, but is not limited to: Deep-sea extremophiles: Researchers are studying organisms that live in the extreme environments of deep-sea hydrothermal vents and cold seeps. These organisms survive in the absence of sunlight, and some are able to survive in high temperatures and pressures, and use chemical energy instead of sunlight to produce food. Desert extremophiles: Researchers are studying organisms that can survive in extreme dry, high temperature conditions, such as in deserts. Microbes in extreme environments: Researchers are investigating the diversity and activity of microorganisms in environments such as deep mines, subsurface soil, cold glaciers and polar ice, and high-altitude environments. Research also regards the long-term survival of life on Earth, and the possibilities and hazards of life on other planets, including: Biodiversity and ecosystem resilience: Scientists are studying how the diversity of life and the interactions between different species contribute to the resilience of ecosystems and their ability to recover from disturbances. Climate change and extinction: Researchers are investigating the impacts of climate change on different species and ecosystems, and how they may lead to extinction or adaptation. This includes the evolution of Earth's climate and geology, and their potential impact on the habitability of the planet in the future, especially for humans. Human impact on the biosphere: Scientists are studying the ways in which human activities, such as deforestation, pollution, and the introduction of invasive species, are affecting the biosphere and the long-term survival of life on Earth. Long-term preservation of life: Researchers are exploring ways to preserve samples of life on Earth for long periods of time, such as cryopreservation and genomic preservation, in the event of a catastrophic event that could wipe out most of life on Earth. Emerging astrobiological research concerning the search for planetary biosignatures of past or present extraterrestrial life utilise methodologies within planetary sciences. These include: The study of microbial life in the subsurface of Mars: Scientists are using data from Mars rover missions to study the composition of the subsurface of Mars, searching for biosignatures of past or present microbial life. The study of liquid bodies on icy moons: Discoveries of surface and subsurface bodies of liquid on moons such as Europa, Titan and Enceladus showed possible habitability zones, making them viable targets for the search for extraterrestrial life. As of September 2024[update], missions like Europa Clipper and Dragonfly are planned to search for biosignatures within these environments. The study of the atmospheres of planets: Scientists are studying the potential for life to exist in the atmospheres of planets, with a focus on the study of the physical and chemical conditions necessary for such life to exist, namely the detection of organic molecules and biosignature gases; for example, the study of the possibility of life in the atmospheres of exoplanets that orbit red dwarfs and the study of the potential for microbial life in the upper atmosphere of Venus. Telescopes and remote sensing of exoplanets: The discovery of thousands of exoplanets has opened up new opportunities for the search for biosignatures. Scientists are using telescopes such as the James Webb Space Telescope and the Transiting Exoplanet Survey Satellite to search for biosignatures on exoplanets. They are also developing new techniques for the detection of biosignatures, such as the use of remote sensing to search for biosignatures in the atmosphere of exoplanets. Scientists search for signals from intelligent extraterrestrial civilizations using radio and optical telescopes within the discipline of extraterrestrial intelligence communications (CETI). CETI focuses on composing and deciphering messages that could theoretically be understood by another technological civilization. Communication attempts by humans have included broadcasting mathematical languages, pictorial systems such as the Arecibo message, and computational approaches to detecting and deciphering 'natural' language communication. While some high-profile scientists, such as Carl Sagan, have advocated the transmission of messages, theoretical physicist Stephen Hawking warned against it, suggesting that aliens may raid Earth for its resources. Emerging astrobiological research concerning the study of the origin and early evolution of life on Earth utilises methodologies within the palaeosciences. These include: The study of the early atmosphere: Researchers are investigating the role of the early atmosphere in providing the right conditions for the emergence of life, such as the presence of gases that could have helped to stabilise the climate and the formation of organic molecules. The study of the early magnetic field: Researchers are investigating the role of the early magnetic field in protecting the Earth from harmful radiation and helping to stabilise the climate. This research has immense astrobiological implications where the subjects of current astrobiological research like Mars lack such a field. The study of prebiotic chemistry: Scientists are studying the chemical reactions that could have occurred on the early Earth that led to the formation of the building blocks of life- amino acids, nucleotides, and lipids- and how these molecules could have formed spontaneously under early Earth conditions. The study of impact events: Scientists are investigating the potential role of impact events- especially meteorites- in the delivery of water and organic molecules to early Earth. The study of the primordial soup: Researchers are investigating the conditions and ingredients that were present on the early Earth that could have led to the formation of the first living organisms, such as the presence of water and organic molecules, and how these ingredients could have led to the formation of the first living organisms. This includes the role of water in the formation of the first cells and in catalysing chemical reactions. The study of the role of minerals: Scientists are investigating the role of minerals like clay in catalysing the formation of organic molecules, thus playing a role in the emergence of life on Earth. The study of the role of energy and electricity: Scientists are investigating the potential sources of energy and electricity that could have been available on the early Earth, and their role in the formation of organic molecules, thus the emergence of life. The study of the early oceans: Scientists are investigating the composition and chemistry of the early oceans and how it may have played a role in the emergence of life, such as the presence of dissolved minerals that could have helped to catalyse the formation of organic molecules. The study of hydrothermal vents: Scientists are investigating the potential role of hydrothermal vents in the origin of life, as these environments may have provided the energy and chemical building blocks needed for its emergence. The study of plate tectonics: Scientists are investigating the role of plate tectonics in creating a diverse range of environments on the early Earth. The study of the early biosphere: Researchers are investigating the diversity and activity of microorganisms in the early Earth, and how these organisms may have played a role in the emergence of life. The study of microbial fossils: Scientists are investigating the presence of microbial fossils in ancient rocks, which can provide clues about the early evolution of life on Earth and the emergence of the first organisms. Research The systematic search for possible life outside Earth is a valid multidisciplinary scientific endeavor. However, hypotheses and predictions as to its existence and origin vary widely, and at the present, the development of hypotheses firmly grounded on science may be considered astrobiology's most concrete practical application. It has been proposed that viruses are likely to be encountered on other life-bearing planets, and may be present even if there are no biological cells. As of 2024[update], no evidence of extraterrestrial life has been identified. Examination of the Allan Hills 84001 meteorite, which was recovered in Antarctica in 1984 and originated from Mars, is thought by David McKay, as well as few other scientists, to contain microfossils of extraterrestrial origin; this interpretation is controversial. Yamato 000593, the second largest meteorite from Mars, was found on Earth in 2000. At a microscopic level, spheres are found in the meteorite that are rich in carbon compared to surrounding areas that lack such spheres. The carbon-rich spheres may have been formed by biotic activity according to some NASA scientists. On 5 March 2011, Richard B. Hoover, a scientist with the Marshall Space Flight Center, speculated on the finding of alleged microfossils similar to cyanobacteria in CI1 carbonaceous meteorites in the fringe Journal of Cosmology, a story widely reported on by mainstream media. However, NASA formally distanced itself from Hoover's claim. According to American astrophysicist Neil deGrasse Tyson: "At the moment, life on Earth is the only known life in the universe, but there are compelling arguments to suggest we are not alone." Most astronomy-related astrobiology research falls into the category of extrasolar planet (exoplanet) detection, the hypothesis being that if life arose on Earth, then it could also arise on other planets with similar characteristics. To that end, a number of instruments designed to detect Earth-sized exoplanets have been considered, most notably NASA's Terrestrial Planet Finder (TPF) and ESA's Darwin programs, both of which have been cancelled. NASA launched the Kepler mission in March 2009, and the French Space Agency launched the COROT space mission in 2006. There are also several less ambitious ground-based efforts underway. The goal of these missions is not only to detect Earth-sized planets but also to directly detect light from the planet so that it may be studied spectroscopically. By examining planetary spectra, it would be possible to determine the basic composition of an extrasolar planet's atmosphere and/or surface. Given this knowledge, it may be possible to assess the likelihood of life being found on that planet. A NASA research group, the Virtual Planet Laboratory, is using computer modeling to generate a wide variety of virtual planets to see what they would look like if viewed by TPF or Darwin. It is hoped that once these missions come online, their spectra can be cross-checked with these virtual planetary spectra for features that might indicate the presence of life. An estimate for the number of planets with intelligent communicative extraterrestrial life can be gleaned from the Drake equation, essentially an equation expressing the probability of intelligent life as the product of factors such as the fraction of planets that might be habitable and the fraction of planets on which life might arise: where: However, whilst the rationale behind the equation is sound, it is unlikely that the equation will be constrained to reasonable limits of error any time soon. The problem with the formula is that it is not used to generate or support hypotheses because it contains factors that can never be verified. The first term, R*, number of stars, is generally constrained within a few orders of magnitude. The second and third terms, fp, stars with planets and fe, planets with habitable conditions, are being evaluated for the star's neighborhood. Drake originally formulated the equation merely as an agenda for discussion at the Green Bank conference, but some applications of the formula had been taken literally and related to simplistic or pseudoscientific arguments. Another associated topic is the Fermi paradox, which suggests that if intelligent life is common in the universe, then there should be obvious signs of it. Another active research area in astrobiology is planetary system formation. It has been suggested that the peculiarities of the Solar System (for example, the presence of Jupiter as a protective shield) may have greatly increased the probability of intelligent life arising on Earth. Biology cannot state that a process or phenomenon, by being mathematically possible, has to exist forcibly in an extraterrestrial body. Biologists specify what is speculative and what is not. The discovery of extremophiles, organisms able to survive in extreme environments, became a core research element for astrobiologists, as they are important to understand four areas in the limits of life in planetary context: the potential for panspermia, forward contamination due to human exploration ventures, planetary colonization by humans, and the exploration of extinct and extant extraterrestrial life. Until the 1970s, life was thought to be entirely dependent on energy from the Sun. Plants on Earth's surface capture energy from sunlight to photosynthesize sugars from carbon dioxide and water, releasing oxygen in the process that is then consumed by oxygen-respiring organisms, passing their energy up the food chain. Even life in the ocean depths, where sunlight cannot reach, was thought to obtain its nourishment either from consuming organic detritus rained down from the surface waters or from eating animals that did. The world's ability to support life was thought to depend on its access to sunlight. However, in 1977, during an exploratory dive to the Galapagos Rift in the deep-sea exploration submersible Alvin, scientists discovered colonies of giant tube worms, clams, crustaceans, mussels, and other assorted creatures clustered around undersea volcanic features known as black smokers. These creatures thrive despite having no access to sunlight, and it was soon discovered that they form an entirely independent ecosystem. Although most of these multicellular lifeforms need dissolved oxygen (produced by oxygenic photosynthesis) for their aerobic cellular respiration and thus are not completely independent from sunlight by themselves, the basis for their food chain is a form of bacterium that derives its energy from oxidization of reactive chemicals, such as hydrogen or hydrogen sulfide, that bubble up from the Earth's interior. Other lifeforms entirely decoupled from the energy from sunlight are green sulfur bacteria which are capturing geothermal light for anoxygenic photosynthesis or bacteria running chemolithoautotrophy based on the radioactive decay of uranium. This chemosynthesis revolutionized the study of biology and astrobiology by revealing that life need not be sunlight-dependent; it only requires water and an energy gradient in order to exist. Biologists have found extremophiles that thrive in ice, boiling water, acid, alkali, the water core of nuclear reactors, salt crystals, toxic waste and in a range of other extreme habitats that were previously thought to be inhospitable for life. This opened up a new avenue in astrobiology by massively expanding the number of possible extraterrestrial habitats. Characterization of these organisms, their environments and their evolutionary pathways, is considered a crucial component to understanding how life might evolve elsewhere in the universe. For example, some organisms able to withstand exposure to the vacuum and radiation of outer space include the lichen fungi Rhizocarpon geographicum and Rusavskia elegans, the bacterium Bacillus safensis, Deinococcus radiodurans, Bacillus subtilis, yeast Saccharomyces cerevisiae, seeds from Arabidopsis thaliana ('mouse-ear cress'), as well as the invertebrate animal Tardigrade. While tardigrades are not considered true extremophiles, they are considered extremotolerant microorganisms that have contributed to the field of astrobiology. Their extreme radiation tolerance and presence of DNA protection proteins may provide answers as to whether life can survive away from the protection of the Earth's atmosphere. In addition to their role as analogues for potential extraterrestrial life, extremophiles are also being investigated for their potential use in space biotechnology and in in-situ resource utilization (ISRU). Microorganisms capable of biomining and bioleaching, for example, could support the extraction of metals and nutrients from planetary regolith or asteroid material, contributing to sustainable human exploration. Such applications highlight that astrobiology is not only concerned with detecting life elsewhere but also with harnessing biological processes to enable space exploration. Tonietti et al. (2023) have discussed the relevance of biomining and bioleaching research within the broader framework of astrobiology and ISRU strategies. Cockell et al. (2020) demonstrated in the International Space Station BioRock experiment that rare earth elements can be bioleached from basalt under microgravity and Mars gravity conditions, confirming that microbial metabolisms can operate in extraterrestrial environments. Santomartino et al. (2022) outlined the principles of space biomining, including bioleaching, soil formation, waste recycling, and energy production, emphasizing the role of microorganisms as "the smallest space miners". A subsequent review further developed a roadmap for sustainable space exploration based on microbial processes such as biomining, bioremediation, and biomanufacturing. More broadly, the concept of "applied astrobiology" has been proposed as an integrated framework that connects fundamental questions about life in the universe with biotechnological applications for human space exploration. In addition to extremophile research, quantum-chemical studies have shown that organic molecules produced by living systems generally display narrower HOMO–LUMO gaps than those formed abiotically, with this distinction sharpened among more water-soluble compounds. Such gap measurements are thus emerging as a promising electronic biosignature for distinguishing biotic from abiotic chemistries in future life-detection missions. Jupiter's moon, Europa, and Saturn's moon, Enceladus, are now considered the most likely locations for extant extraterrestrial life in the Solar System due to their subsurface water oceans where radiogenic and tidal heating enables liquid water to exist. The origin of life, known as abiogenesis, distinct from the evolution of life, is another ongoing field of research. Oparin and Haldane postulated that the conditions on the early Earth were conducive to the formation of organic compounds from inorganic elements and thus to the formation of many of the chemicals common to all forms of life we see today. The study of this process, known as prebiotic chemistry, has made some progress, but it is still unclear whether or not life could have formed in such a manner on Earth. The alternative hypothesis of panspermia is that the first elements of life may have formed on another planet with even more favorable conditions (or even in interstellar space, asteroids, etc.) and then have been carried over to Earth. The cosmic dust permeating the universe contains complex organic compounds ("amorphous organic solids with a mixed aromatic-aliphatic structure") that could be created naturally, and rapidly, by stars. Further, a scientist suggested that these compounds may have been related to the development of life on Earth and said that, "If this is the case, life on Earth may have had an easier time getting started as these organics can serve as basic ingredients for life." More than 20% of the carbon in the universe may be associated with polycyclic aromatic hydrocarbons (PAHs), possible starting materials for the formation of life. PAHs seem to have been formed shortly after the Big Bang, are widespread throughout the universe, and are associated with new stars and exoplanets. PAHs are subjected to interstellar medium conditions and are transformed through hydrogenation, oxygenation and hydroxylation, to more complex organics—"a step along the path toward amino acids and nucleotides, the raw materials of proteins and DNA, respectively". In October 2020, astronomers proposed the idea of detecting life on distant planets by studying the shadows of trees at certain times of the day to find patterns that could be detected through observation of exoplanets. Philosophy David Grinspoon called astrobiology a field of natural philosophy. Astrobiology intersects with philosophy by raising questions about the nature and existence of life beyond Earth. Philosophical implications include the definition of life itself, issues in the philosophy of mind and cognitive science in case intelligent life is found, epistemological questions about the nature of proof, ethical considerations of space exploration, along with the broader impact of discovering extraterrestrial life on human thought and society. Dunér has emphasized philosophy of astrobiology as an ongoing existential exercise in individual and collective self-understanding, whose major task is constructing and debating concepts such as the concept of life. Key issues, for Dunér, are questions of resource money and monetary planning, epistemological questions regarding astrobiological knowledge, linguistics issues about interstellar communication, cognitive issues such as the definition of intelligence, along with the possibility of interplanetary contamination. Persson also emphasized key philosophical questions in astrobiology. They include ethical justification of resources, the question of life in general, the epistemological issues and knowledge about being alone in the universe, ethics towards extraterrestrial life, the question of politics and governing uninhabited worlds, along with questions of ecology. For von Hegner, the question of astrobiology and the possibility of astrophilosophy differs. For him, the discipline needs to bifurcate into astrobiology and astrophilosophy since discussions made possible by astrobiology, but which have been astrophilosophical in nature, have existed as long as there have been discussions about extraterrestrial life. Astrobiology is a self-corrective interaction among observation, hypothesis, experiment, and theory, pertaining to the exploration of all natural phenomena. Astrophilosophy consists of methods of dialectic analysis and logical argumentation, pertaining to the clarification of the nature of reality. Šekrst argues that astrobiology requires the affirmation of astrophilosophy, but not as a separate cognate to astrobiology. The stance of conceptual speciesm, according to Šekrst, permeates astrobiology since the very name astrobiology tries to talk about not just biology, but about life in a general way, which includes terrestrial life as a subset. This leads us to either redefine philosophy, or consider the need for astrophilosophy as a more general discipline, to which philosophy is just a subset that deals with questions such as the nature of the human mind and other anthropocentric questions. Most of the philosophy of astrobiology deals with two main questions: the question of life and the ethics of space exploration. Kolb specifically emphasizes the question of viruses, for which the question whether they are alive or not is based on the definitions of life that include self-replication. Schneider tried to defined exo-life, but concluded that we often start with our own prejudices and that defining extraterrestrial life seems futile using human concepts. For Dick, astrobiology relies on metaphysical assumption that there is extraterrestrial life, which reaffirms questions in the philosophy of cosmology, such as fine-tuning or the anthropic principle. Rare Earth hypothesis The Rare Earth hypothesis postulates that multicellular life forms found on Earth may actually be more of a rarity than scientists assume. According to this hypothesis, life on Earth (and more, multi-cellular life) is possible because of a conjunction of the right circumstances (galaxy and location within it, planetary system, star, orbit, planetary size, atmosphere, etc.); and the chance for all those circumstances to repeat elsewhere may be rare. It provides a possible answer to the Fermi paradox which wonders: if extraterrestrial aliens are common, why are they not obvious? It is apparently in opposition to the principle of mediocrity, assumed by famed astronomers Frank Drake, Carl Sagan, and others. The principle of mediocrity suggests that life on Earth is not exceptional, and it is more than likely to be found on innumerable other worlds. Missions Research into the environmental limits of life and the workings of extreme ecosystems is ongoing, enabling researchers to better predict what planetary environments might be most likely to harbor life. Missions such as the Phoenix lander, Mars Science Laboratory, ExoMars, Mars 2020 rover to Mars, and the Cassini probe to Saturn's moons aim to further explore the possibilities of life on other planets in the Solar System. The two Viking landers each carried four types of biological experiments to the surface of Mars in the late 1970s. These were the only Mars landers to carry out experiments looking specifically for metabolism by current microbial life on Mars. The landers used a robotic arm to collect soil samples into sealed test containers on the craft. The two landers were identical, so the same tests were carried out at two places on Mars' surface; Viking 1 near the equator and Viking 2 further north. The result was inconclusive, and is still disputed by some scientists. Norman Horowitz was the chief of the Jet Propulsion Laboratory bioscience section for the Mariner and Viking missions from 1965 to 1976. Horowitz considered that the great versatility of the carbon atom makes it the element most likely to provide solutions, even exotic solutions, to the problems of survival of life on other planets. However, he also considered that the conditions found on Mars were incompatible with carbon based life. Beagle 2 was an unsuccessful British Mars lander that formed part of the European Space Agency's 2003 Mars Express mission. Its primary purpose was to search for signs of life on Mars, past or present. Although it landed safely, it was unable to correctly deploy its solar panels and telecom antenna. EXPOSE is a multi-user facility mounted in 2008 outside the International Space Station dedicated to astrobiology. EXPOSE was developed by the European Space Agency (ESA) for long-term spaceflights that allow exposure of organic chemicals and biological samples to outer space in low Earth orbit. The Mars Science Laboratory (MSL) mission landed the Curiosity rover that is currently in operation on Mars. It was launched 26 November 2011, and landed at Gale Crater on 6 August 2012. Mission objectives are to help assess Mars' habitability and in doing so, determine whether Mars is or has ever been able to support life, collect data for a future human mission, study Martian geology, its climate, and further assess the role that water, an essential ingredient for life as we know it, played in forming minerals on Mars. The Tanpopo mission is an orbital astrobiology experiment investigating the potential interplanetary transfer of life, organic compounds, and possible terrestrial particles in the low Earth orbit. The purpose is to assess the panspermia hypothesis and the possibility of natural interplanetary transport of microbial life as well as prebiotic organic compounds. Early mission results show evidence that some clumps of microorganism can survive for at least one year in space. This may support the idea that clumps greater than 0.5 millimeters of microorganisms could be one way for life to spread from planet to planet. ExoMars is a robotic mission to Mars to search for possible biosignatures of Martian life, past or present. This astrobiological mission was under development by the European Space Agency (ESA) in partnership with the Russian Federal Space Agency (Roscosmos); it was planned for a 2022 launch; however, technical and funding issues and the Russian invasion of Ukraine have forced ESA to repeatedly delay the rover's delivery to 2028. Mars 2020 successfully landed its rover Perseverance in Jezero Crater on 18 February 2021. It will investigate environments on Mars relevant to astrobiology, investigate its surface geological processes and history, including the assessment of its past habitability and potential for preservation of biosignatures and biomolecules within accessible geological materials. The Science Definition Team is proposing the rover collect and package at least 31 samples of rock cores and soil for a later mission to bring back for more definitive analysis in laboratories on Earth. The rover could make measurements and technology demonstrations to help designers of a human expedition understand any hazards posed by Martian dust and demonstrate how to collect carbon dioxide (CO2), which could be a resource for making molecular oxygen (O2) and rocket fuel. Europa Clipper is a mission launched by NASA on 14 October 2024 that will conduct detailed reconnaissance of Jupiter's moon Europa beginning in 2030, and will investigate whether its internal ocean could harbor conditions suitable for life. It will also aid in the selection of future landing sites. Dragonfly is a NASA mission scheduled to land on Titan in 2036 to assess its microbial habitability and study its prebiotic chemistry. Dragonfly is a rotorcraft lander that will perform controlled flights between multiple locations on the surface, which allows sampling of diverse regions and geological contexts. Icebreaker Life is a lander mission that was proposed for NASA's Discovery Program for the 2021 launch opportunity, but it was not selected for development. It would have had a stationary lander that would be a near copy of the successful 2008 Phoenix and it would have carried an upgraded astrobiology scientific payload, including a 1-meter-long core drill to sample ice-cemented ground in the northern plains to conduct a search for organic molecules and evidence of current or past life on Mars. One of the key goals of the Icebreaker Life mission is to test the hypothesis that the ice-rich ground in the polar regions has significant concentrations of organics due to protection by the ice from oxidants and radiation. Journey to Enceladus and Titan (JET) is an astrobiology mission concept to assess the habitability potential of Saturn's moons Enceladus and Titan by means of an orbiter. Enceladus Life Finder (ELF) is a proposed astrobiology mission concept for a space probe intended to assess the habitability of the internal aquatic ocean of Enceladus, Saturn's sixth-largest moon. Life Investigation For Enceladus (LIFE) is a proposed astrobiology sample-return mission concept. The spacecraft would enter into Saturn orbit and enable multiple flybys through Enceladus' icy plumes to collect icy plume particles and volatiles and return them to Earth on a capsule. The spacecraft may sample Enceladus' plumes, the E ring of Saturn, and the upper atmosphere of Titan. Oceanus is an orbiter proposed in 2017 for the New Frontiers mission No. 4. It would travel to the moon of Saturn, Titan, to assess its habitability. Oceanus' objectives are to reveal Titan's organic chemistry, geology, gravity, topography, collect 3D reconnaissance data, catalog the organics and determine where they may interact with liquid water. Explorer of Enceladus and Titan (E2T) is an orbiter mission concept that would investigate the evolution and habitability of the Saturnian satellites Enceladus and Titan. The mission concept was proposed in 2017 by the European Space Agency. See also Citations General and cited references The International Journal of Astrobiology (Archived 25 July 2008 at the Wayback Machine), published by Cambridge University Press, is the forum for practitioners in this interdisciplinary field. Further reading External links |
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Contents Internet The Internet (or internet)[a] is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP)[b] to communicate between networks and devices. It is a network of networks that comprises private, public, academic, business, and government networks of local to global scope, linked by electronic, wireless, and optical networking technologies. The Internet carries a vast range of information services and resources, such as the interlinked hypertext documents and applications of the World Wide Web (WWW), electronic mail, discussion groups, internet telephony, streaming media and file sharing. Most traditional communication media, including telephone, radio, television, paper mail, newspapers, and print publishing, have been transformed by the Internet, giving rise to new media such as email, online music, digital newspapers, news aggregators, and audio and video streaming websites. The Internet has enabled and accelerated new forms of personal interaction through instant messaging, Internet forums, and social networking services. Online shopping has also grown to occupy a significant market across industries, enabling firms to extend brick and mortar presences to serve larger markets. Business-to-business and financial services on the Internet affect supply chains across entire industries. The origins of the Internet date back to research that enabled the time-sharing of computer resources, the development of packet switching, and the design of computer networks for data communication. The set of communication protocols to enable internetworking on the Internet arose from research and development commissioned in the 1970s by the Defense Advanced Research Projects Agency (DARPA) of the United States Department of Defense in collaboration with universities and researchers across the United States and in the United Kingdom and France. The Internet has no single centralized governance in either technological implementation or policies for access and usage. Each constituent network sets its own policies. The overarching definitions of the two principal name spaces on the Internet, the Internet Protocol address (IP address) space and the Domain Name System (DNS), are directed by a maintainer organization, the Internet Corporation for Assigned Names and Numbers (ICANN). The technical underpinning and standardization of the core protocols is an activity of the non-profit Internet Engineering Task Force (IETF). Terminology The word internetted was used as early as 1849, meaning interconnected or interwoven. The word Internet was used in 1945 by the United States War Department in a radio operator's manual, and in 1974 as the shorthand form of Internetwork. Today, the term Internet most commonly refers to the global system of interconnected computer networks, though it may also refer to any group of smaller networks. The word Internet may be capitalized as a proper noun, although this is becoming less common. This reflects the tendency in English to capitalize new terms and move them to lowercase as they become familiar. The word is sometimes still capitalized to distinguish the global internet from smaller networks, though many publications, including the AP Stylebook since 2016, recommend the lowercase form in every case. In 2016, the Oxford English Dictionary found that, based on a study of around 2.5 billion printed and online sources, "Internet" was capitalized in 54% of cases. The terms Internet and World Wide Web are often used interchangeably; it is common to speak of "going on the Internet" when using a web browser to view web pages. However, the World Wide Web, or the Web, is only one of a large number of Internet services. It is the global collection of web pages, documents and other web resources linked by hyperlinks and URLs. History In the 1960s, computer scientists began developing systems for time-sharing of computer resources. J. C. R. Licklider proposed the idea of a universal network while working at Bolt Beranek & Newman and, later, leading the Information Processing Techniques Office at the Advanced Research Projects Agency (ARPA) of the United States Department of Defense. Research into packet switching,[c] one of the fundamental Internet technologies, started in the work of Paul Baran at RAND in the early 1960s and, independently, Donald Davies at the United Kingdom's National Physical Laboratory in 1965. After the Symposium on Operating Systems Principles in 1967, packet switching from the proposed NPL network was incorporated into the design of the ARPANET, an experimental resource sharing network proposed by ARPA. ARPANET development began with two network nodes which were interconnected between the University of California, Los Angeles and the Stanford Research Institute on 29 October 1969. The third site was at the University of California, Santa Barbara, followed by the University of Utah. By the end of 1971, 15 sites were connected to the young ARPANET. Thereafter, the ARPANET gradually developed into a decentralized communications network, connecting remote centers and military bases in the United States. Other user networks and research networks, such as the Merit Network and CYCLADES, were developed in the late 1960s and early 1970s. Early international collaborations for the ARPANET were rare. Connections were made in 1973 to Norway (NORSAR and, later, NDRE) and to Peter Kirstein's research group at University College London, which provided a gateway to British academic networks, the first internetwork for resource sharing. ARPA projects, the International Network Working Group and commercial initiatives led to the development of various protocols and standards by which multiple separate networks could become a single network, or a network of networks. In 1974, Vint Cerf at Stanford University and Bob Kahn at DARPA published a proposal for "A Protocol for Packet Network Intercommunication". Cerf and his graduate students used the term internet as a shorthand for internetwork in RFC 675. The Internet Experiment Notes and later RFCs repeated this use. The work of Louis Pouzin and Robert Metcalfe had important influences on the resulting TCP/IP design. National PTTs and commercial providers developed the X.25 standard and deployed it on public data networks. The ARPANET initially served as a backbone for the interconnection of regional academic and military networks in the United States to enable resource sharing. Access to the ARPANET was expanded in 1981 when the National Science Foundation (NSF) funded the Computer Science Network (CSNET). In 1982, the Internet Protocol Suite (TCP/IP) was standardized, which facilitated worldwide proliferation of interconnected networks. TCP/IP network access expanded again in 1986 when the National Science Foundation Network (NSFNet) provided access to supercomputer sites in the United States for researchers, first at speeds of 56 kbit/s and later at 1.5 Mbit/s and 45 Mbit/s. The NSFNet expanded into academic and research organizations in Europe, Australia, New Zealand and Japan in 1988–89. Although other network protocols such as UUCP and PTT public data networks had global reach well before this time, this marked the beginning of the Internet as an intercontinental network. Commercial Internet service providers emerged in 1989 in the United States and Australia. The ARPANET was decommissioned in 1990. The linking of commercial networks and enterprises by the early 1990s, as well as the advent of the World Wide Web, marked the beginning of the transition to the modern Internet. Steady advances in semiconductor technology and optical networking created new economic opportunities for commercial involvement in the expansion of the network in its core and for delivering services to the public. In mid-1989, MCI Mail and Compuserve established connections to the Internet, delivering email and public access products to the half million users of the Internet. Just months later, on 1 January 1990, PSInet launched an alternate Internet backbone for commercial use; one of the networks that added to the core of the commercial Internet of later years. In March 1990, the first high-speed T1 (1.5 Mbit/s) link between the NSFNET and Europe was installed between Cornell University and CERN, allowing much more robust communications than were capable with satellites. Later in 1990, Tim Berners-Lee began writing WorldWideWeb, the first web browser, after two years of lobbying CERN management. By Christmas 1990, Berners-Lee had built all the tools necessary for a working Web: the HyperText Transfer Protocol (HTTP) 0.9, the HyperText Markup Language (HTML), the first Web browser (which was also an HTML editor and could access Usenet newsgroups and FTP files), the first HTTP server software (later known as CERN httpd), the first web server, and the first Web pages that described the project itself. In 1991 the Commercial Internet eXchange was founded, allowing PSInet to communicate with the other commercial networks CERFnet and Alternet. Stanford Federal Credit Union was the first financial institution to offer online Internet banking services to all of its members in October 1994. In 1996, OP Financial Group, also a cooperative bank, became the second online bank in the world and the first in Europe. By 1995, the Internet was fully commercialized in the U.S. when the NSFNet was decommissioned, removing the last restrictions on use of the Internet to carry commercial traffic. As technology advanced and commercial opportunities fueled reciprocal growth, the volume of Internet traffic started experiencing similar characteristics as that of the scaling of MOS transistors, exemplified by Moore's law, doubling every 18 months. This growth, formalized as Edholm's law, was catalyzed by advances in MOS technology, laser light wave systems, and noise performance. Since 1995, the Internet has tremendously impacted culture and commerce, including the rise of near-instant communication by email, instant messaging, telephony (Voice over Internet Protocol or VoIP), two-way interactive video calls, and the World Wide Web. Increasing amounts of data are transmitted at higher and higher speeds over fiber optic networks operating at 1 Gbit/s, 10 Gbit/s, or more. The Internet continues to grow, driven by ever-greater amounts of online information and knowledge, commerce, entertainment and social networking services. During the late 1990s, it was estimated that traffic on the public Internet grew by 100 percent per year, while the mean annual growth in the number of Internet users was thought to be between 20% and 50%. This growth is often attributed to the lack of central administration, which allows organic growth of the network, as well as the non-proprietary nature of the Internet protocols, which encourages vendor interoperability and prevents any one company from exerting too much control over the network. In November 2006, the Internet was included on USA Today's list of the New Seven Wonders. As of 31 March 2011[update], the estimated total number of Internet users was 2.095 billion (30% of world population). It is estimated that in 1993 the Internet carried only 1% of the information flowing through two-way telecommunication. By 2000 this figure had grown to 51%, and by 2007 more than 97% of all telecommunicated information was carried over the Internet. Modern smartphones can access the Internet through cellular carrier networks, and internet usage by mobile and tablet devices exceeded desktop worldwide for the first time in October 2016. As of 2018[update], 80% of the world's population were covered by a 4G network. The International Telecommunication Union (ITU) estimated that, by the end of 2017, 48% of individual users regularly connect to the Internet, up from 34% in 2012. Mobile Internet connectivity has played an important role in expanding access in recent years, especially in Asia and the Pacific and in Africa. The number of unique mobile cellular subscriptions increased from 3.9 billion in 2012 to 4.8 billion in 2016, two-thirds of the world's population, with more than half of subscriptions located in Asia and the Pacific. The limits that users face on accessing information via mobile applications coincide with a broader process of fragmentation of the Internet. Fragmentation restricts access to media content and tends to affect the poorest users the most. One solution, zero-rating, is the practice of Internet service providers allowing users free connectivity to access specific content or applications without cost. Social impact The Internet has enabled new forms of social interaction, activities, and social associations, giving rise to the scholarly study of the sociology of the Internet. Between 2000 and 2009, the number of Internet users globally rose from 390 million to 1.9 billion. By 2010, 22% of the world's population had access to computers with 1 billion Google searches every day, 300 million Internet users reading blogs, and 2 billion videos viewed daily on YouTube. In 2014 the world's Internet users surpassed 3 billion or 44 percent of world population, but two-thirds came from the richest countries, with 78 percent of Europeans using the Internet, followed by 57 percent of the Americas. However, by 2018, Asia alone accounted for 51% of all Internet users, with 2.2 billion out of the 4.3 billion Internet users in the world. China's Internet users surpassed a major milestone in 2018, when the country's Internet regulatory authority, China Internet Network Information Centre, announced that China had 802 million users. China was followed by India, with some 700 million users, with the United States third with 275 million users. However, in terms of penetration, in 2022, China had a 70% penetration rate compared to India's 60% and the United States's 90%. In 2022, 54% of the world's Internet users were based in Asia, 14% in Europe, 7% in North America, 10% in Latin America and the Caribbean, 11% in Africa, 4% in the Middle East and 1% in Oceania. In 2019, Kuwait, Qatar, the Falkland Islands, Bermuda and Iceland had the highest Internet penetration by the number of users, with 93% or more of the population with access. As of 2022, it was estimated that 5.4 billion people use the Internet, more than two-thirds of the world's population. Early computer systems were limited to the characters in the American Standard Code for Information Interchange (ASCII), a subset of the Latin alphabet. After English (27%), the most requested languages on the World Wide Web are Chinese (25%), Spanish (8%), Japanese (5%), Portuguese and German (4% each), Arabic, French and Russian (3% each), and Korean (2%). Modern character encoding standards, such as Unicode, allow for development and communication in the world's widely used languages. However, some glitches such as mojibake (incorrect display of some languages' characters) still remain. Several neologisms exist that refer to Internet users: Netizen (as in "citizen of the net") refers to those actively involved in improving online communities, the Internet in general or surrounding political affairs and rights such as free speech, Internaut refers to operators or technically highly capable users of the Internet, digital citizen refers to a person using the Internet in order to engage in society, politics, and government participation. The Internet allows greater flexibility in working hours and location, especially with the spread of unmetered high-speed connections. The Internet can be accessed almost anywhere by numerous means, including through mobile Internet devices. Mobile phones, datacards, handheld game consoles and cellular routers allow users to connect to the Internet wirelessly.[citation needed] Educational material at all levels from pre-school (e.g. CBeebies) to post-doctoral (e.g. scholarly literature through Google Scholar) is available on websites. The internet has facilitated the development of virtual universities and distance education, enabling both formal and informal education. The Internet allows researchers to conduct research remotely via virtual laboratories, with profound changes in reach and generalizability of findings as well as in communication between scientists and in the publication of results. By the late 2010s the Internet had been described as "the main source of scientific information "for the majority of the global North population".: 111 Wikis have also been used in the academic community for sharing and dissemination of information across institutional and international boundaries. In those settings, they have been found useful for collaboration on grant writing, strategic planning, departmental documentation, and committee work. The United States Patent and Trademark Office uses a wiki to allow the public to collaborate on finding prior art relevant to examination of pending patent applications. Queens, New York has used a wiki to allow citizens to collaborate on the design and planning of a local park. The English Wikipedia has the largest user base among wikis on the World Wide Web and ranks in the top 10 among all sites in terms of traffic. The Internet has been a major outlet for leisure activity since its inception, with entertaining social experiments such as MUDs and MOOs being conducted on university servers, and humor-related Usenet groups receiving much traffic. Many Internet forums have sections devoted to games and funny videos. Another area of leisure activity on the Internet is multiplayer gaming. This form of recreation creates communities, where people of all ages and origins enjoy the fast-paced world of multiplayer games. These range from MMORPG to first-person shooters, from role-playing video games to online gambling. While online gaming has been around since the 1970s, modern modes of online gaming began with subscription services such as GameSpy and MPlayer. Streaming media is the real-time delivery of digital media for immediate consumption or enjoyment by end users. Streaming companies (such as Netflix, Disney+, Amazon's Prime Video, Mubi, Hulu, and Apple TV+) now dominate the entertainment industry, eclipsing traditional broadcasters. Audio streamers such as Spotify and Apple Music also have significant market share in the audio entertainment market. Video sharing websites are also a major factor in the entertainment ecosystem. YouTube was founded on 15 February 2005 and is now the leading website for free streaming video with more than two billion users. It uses a web player to stream and show video files. YouTube users watch hundreds of millions, and upload hundreds of thousands, of videos daily. Other video sharing websites include Vimeo, Instagram and TikTok.[citation needed] Although many governments have attempted to restrict both Internet pornography and online gambling, this has generally failed to stop their widespread popularity. A number of advertising-funded ostensible video sharing websites known as "tube sites" have been created to host shared pornographic video content. Due to laws requiring the documentation of the origin of pornography, these websites now largely operate in conjunction with pornographic movie studios and their own independent creator networks, acting as de-facto video streaming services. Major players in this field include the market leader Aylo, the operator of PornHub and numerous other branded sites, as well as other independent operators such as xHamster and Xvideos. As of 2023[update], Internet traffic to pornographic video sites rivalled that of mainstream video streaming and sharing services. Remote work is facilitated by tools such as groupware, virtual private networks, conference calling, videotelephony, and VoIP so that work may be performed from any location, such as the worker's home.[citation needed] The spread of low-cost Internet access in developing countries has opened up new possibilities for peer-to-peer charities, which allow individuals to contribute small amounts to charitable projects for other individuals. Websites, such as DonorsChoose and GlobalGiving, allow small-scale donors to direct funds to individual projects of their choice. A popular twist on Internet-based philanthropy is the use of peer-to-peer lending for charitable purposes. Kiva pioneered this concept in 2005, offering the first web-based service to publish individual loan profiles for funding. The low cost and nearly instantaneous sharing of ideas, knowledge, and skills have made collaborative work dramatically easier, with the help of collaborative software, which allow groups to easily form, cheaply communicate, and share ideas. An example of collaborative software is the free software movement, which has produced, among other things, Linux, Mozilla Firefox, and OpenOffice.org (later forked into LibreOffice).[citation needed] Content management systems allow collaborating teams to work on shared sets of documents simultaneously without accidentally destroying each other's work.[citation needed] The internet also allows for cloud computing, virtual private networks, remote desktops, and remote work.[citation needed] The online disinhibition effect describes the tendency of many individuals to behave more stridently or offensively online than they would in person. A significant number of feminist women have been the target of various forms of harassment, including insults and hate speech, to, in extreme cases, rape and death threats, in response to posts they have made on social media. Social media companies have been criticized in the past for not doing enough to aid victims of online abuse. Children also face dangers online such as cyberbullying and approaches by sexual predators, who sometimes pose as children themselves. Due to naivety, they may also post personal information about themselves online, which could put them or their families at risk unless warned not to do so. Many parents choose to enable Internet filtering or supervise their children's online activities in an attempt to protect their children from pornography or violent content on the Internet. The most popular social networking services commonly forbid users under the age of 13. However, these policies can be circumvented by registering an account with a false birth date, and a significant number of children aged under 13 join such sites.[citation needed] Social networking services for younger children, which claim to provide better levels of protection for children, also exist. Internet usage has been correlated to users' loneliness. Lonely people tend to use the Internet as an outlet for their feelings and to share their stories with others, such as in the "I am lonely will anyone speak to me" thread.[citation needed] Cyberslacking can become a drain on corporate resources; employees spend a significant amount of time surfing the Web while at work. Internet addiction disorder is excessive computer use that interferes with daily life. Nicholas G. Carr believes that Internet use has other effects on individuals, for instance improving skills of scan-reading and interfering with the deep thinking that leads to true creativity. Electronic business encompasses business processes spanning the entire value chain: purchasing, supply chain management, marketing, sales, customer service, and business relationship. E-commerce seeks to add revenue streams using the Internet to build and enhance relationships with clients and partners. According to International Data Corporation, the size of worldwide e-commerce, when global business-to-business and -consumer transactions are combined, equate to $16 trillion in 2013. A report by Oxford Economics added those two together to estimate the total size of the digital economy at $20.4 trillion, equivalent to roughly 13.8% of global sales. While much has been written of the economic advantages of Internet-enabled commerce, there is also evidence that some aspects of the Internet such as maps and location-aware services may serve to reinforce economic inequality and the digital divide. Electronic commerce may be responsible for consolidation and the decline of mom-and-pop, brick and mortar businesses resulting in increases in income inequality. A 2013 Institute for Local Self-Reliance report states that brick-and-mortar retailers employ 47 people for every $10 million in sales, while Amazon employs only 14. Similarly, the 700-employee room rental start-up Airbnb was valued at $10 billion in 2014, about half as much as Hilton Worldwide, which employs 152,000 people. At that time, Uber employed 1,000 full-time employees and was valued at $18.2 billion, about the same valuation as Avis Rent a Car and The Hertz Corporation combined, which together employed almost 60,000 people. Advertising on popular web pages can be lucrative, and e-commerce. Online advertising is a form of marketing and advertising which uses the Internet to deliver promotional marketing messages to consumers. It includes email marketing, search engine marketing (SEM), social media marketing, many types of display advertising (including web banner advertising), and mobile advertising. In 2011, Internet advertising revenues in the United States surpassed those of cable television and nearly exceeded those of broadcast television.: 19 Many common online advertising practices are controversial and increasingly subject to regulation. The Internet has achieved new relevance as a political tool. The presidential campaign of Howard Dean in 2004 in the United States was notable for its success in soliciting donation via the Internet. Many political groups use the Internet to achieve a new method of organizing for carrying out their mission, having given rise to Internet activism. Social media websites, such as Facebook and Twitter, helped people organize the Arab Spring, by helping activists organize protests, communicate grievances, and disseminate information. Many have understood the Internet as an extension of the Habermasian notion of the public sphere, observing how network communication technologies provide something like a global civic forum. However, incidents of politically motivated Internet censorship have now been recorded in many countries, including western democracies. E-government is the use of technological communications devices, such as the Internet, to provide public services to citizens and other persons in a country or region. E-government offers opportunities for more direct and convenient citizen access to government and for government provision of services directly to citizens. Cybersectarianism is a new organizational form that involves: highly dispersed small groups of practitioners that may remain largely anonymous within the larger social context and operate in relative secrecy, while still linked remotely to a larger network of believers who share a set of practices and texts, and often a common devotion to a particular leader. Overseas supporters provide funding and support; domestic practitioners distribute tracts, participate in acts of resistance, and share information on the internal situation with outsiders. Collectively, members and practitioners of such sects construct viable virtual communities of faith, exchanging personal testimonies and engaging in the collective study via email, online chat rooms, and web-based message boards. In particular, the British government has raised concerns about the prospect of young British Muslims being indoctrinated into Islamic extremism by material on the Internet, being persuaded to join terrorist groups such as the so-called "Islamic State", and then potentially committing acts of terrorism on returning to Britain after fighting in Syria or Iraq.[citation needed] Applications and services The Internet carries many applications and services, most prominently the World Wide Web, including social media, electronic mail, mobile applications, multiplayer online games, Internet telephony, file sharing, and streaming media services. The World Wide Web is a global collection of documents, images, multimedia, applications, and other resources, logically interrelated by hyperlinks and referenced with Uniform Resource Identifiers (URIs), which provide a global system of named references. URIs symbolically identify services, web servers, databases, and the documents and resources that they can provide. HyperText Transfer Protocol (HTTP) is the main access protocol of the World Wide Web. Web services also use HTTP for communication between software systems for information transfer, sharing and exchanging business data and logistics and is one of many languages or protocols that can be used for communication on the Internet. World Wide Web browser software, such as Microsoft Edge, Mozilla Firefox, Opera, Apple's Safari, and Google Chrome, enable users to navigate from one web page to another via the hyperlinks embedded in the documents. These documents may also contain computer data, including graphics, sounds, text, video, multimedia and interactive content. Client-side scripts can include animations, games, office applications and scientific demonstrations. Email is an important communications service available via the Internet. The concept of sending electronic text messages between parties, analogous to mailing letters or memos, predates the creation of the Internet. Internet telephony is a common communications service realized with the Internet. The name of the principal internetworking protocol, the Internet Protocol, lends its name to voice over Internet Protocol (VoIP).[citation needed] VoIP systems now dominate many markets, being as easy and convenient as a traditional telephone, while having substantial cost savings, especially over long distances. File sharing is the practice of transferring large amounts of data in the form of computer files across the Internet, for example via file servers. The load of bulk downloads to many users can be eased by the use of "mirror" servers or peer-to-peer networks. Access to the file may be controlled by user authentication, the transit of the file over the Internet may be obscured by encryption, and money may change hands for access to the file. The price can be paid by the remote charging of funds from, for example, a credit card whose details are also passed—usually fully encrypted—across the Internet. The origin and authenticity of the file received may be checked by a digital signature. Governance The Internet is a global network that comprises many voluntarily interconnected autonomous networks. It operates without a central governing body. The technical underpinning and standardization of the core protocols (IPv4 and IPv6) is an activity of the Internet Engineering Task Force (IETF), a non-profit organization of loosely affiliated international participants that anyone may associate with by contributing technical expertise. While the hardware components in the Internet infrastructure can often be used to support other software systems, it is the design and the standardization process of the software that characterizes the Internet and provides the foundation for its scalability and success. The responsibility for the architectural design of the Internet software systems has been assumed by the IETF. The IETF conducts standard-setting work groups, open to any individual, about the various aspects of Internet architecture. The resulting contributions and standards are published as Request for Comments (RFC) documents on the IETF web site. The principal methods of networking that enable the Internet are contained in specially designated RFCs that constitute the Internet Standards. Other less rigorous documents are simply informative, experimental, or historical, or document the best current practices when implementing Internet technologies. To maintain interoperability, the principal name spaces of the Internet are administered by the Internet Corporation for Assigned Names and Numbers (ICANN). ICANN is governed by an international board of directors drawn from across the Internet technical, business, academic, and other non-commercial communities. The organization coordinates the assignment of unique identifiers for use on the Internet, including domain names, IP addresses, application port numbers in the transport protocols, and many other parameters. Globally unified name spaces are essential for maintaining the global reach of the Internet. This role of ICANN distinguishes it as perhaps the only central coordinating body for the global Internet. The National Telecommunications and Information Administration, an agency of the United States Department of Commerce, had final approval over changes to the DNS root zone until the IANA stewardship transition on 1 October 2016. Regional Internet registries (RIRs) were established for five regions of the world to assign IP address blocks and other Internet parameters to local registries, such as Internet service providers, from a designated pool of addresses set aside for each region:[citation needed] The Internet Society (ISOC) was founded in 1992 with a mission to "assure the open development, evolution and use of the Internet for the benefit of all people throughout the world". Its members include individuals as well as corporations, organizations, governments, and universities. Among other activities ISOC provides an administrative home for a number of less formally organized groups that are involved in developing and managing the Internet, including: the Internet Engineering Task Force (IETF), Internet Architecture Board (IAB), Internet Engineering Steering Group (IESG), Internet Research Task Force (IRTF), and Internet Research Steering Group (IRSG). On 16 November 2005, the United Nations-sponsored World Summit on the Information Society in Tunis established the Internet Governance Forum (IGF) to discuss Internet-related issues.[citation needed] Infrastructure The communications infrastructure of the Internet consists of its hardware components and a system of software layers that control various aspects of the architecture. As with any computer network, the Internet physically consists of routers, media (such as cabling and radio links), repeaters, and modems. However, as an example of internetworking, many of the network nodes are not necessarily Internet equipment per se. Internet packets are carried by other full-fledged networking protocols, with the Internet acting as a homogeneous networking standard, running across heterogeneous hardware, with the packets guided to their destinations by IP routers.[citation needed] Internet service providers (ISPs) establish worldwide connectivity between individual networks at various levels of scope. At the top of the routing hierarchy are the tier 1 networks, large telecommunication companies that exchange traffic directly with each other via very high speed fiber-optic cables and governed by peering agreements. Tier 2 and lower-level networks buy Internet transit from other providers to reach at least some parties on the global Internet, though they may also engage in peering. End-users who only access the Internet when needed to perform a function or obtain information, represent the bottom of the routing hierarchy.[citation needed] An ISP may use a single upstream provider for connectivity, or implement multihoming to achieve redundancy and load balancing. Internet exchange points are major traffic exchanges with physical connections to multiple ISPs. Large organizations, such as academic institutions, large enterprises, and governments, may perform the same function as ISPs, engaging in peering and purchasing transit on behalf of their internal networks. Research networks tend to interconnect with large subnetworks such as GEANT, GLORIAD, Internet2, and the UK's national research and education network, JANET.[citation needed] Common methods of Internet access by users include broadband over coaxial cable, fiber optics or copper wires, Wi-Fi, satellite, and cellular telephone technology.[citation needed] Grassroots efforts have led to wireless community networks. Commercial Wi-Fi services that cover large areas are available in many cities, such as New York, London, Vienna, Toronto, San Francisco, Philadelphia, Chicago and Pittsburgh. Most servers that provide internet services are today hosted in data centers, and content is often accessed through high-performance content delivery networks. Colocation centers often host private peering connections between their customers, internet transit providers, cloud providers, meet-me rooms for connecting customers together, Internet exchange points, and landing points and terminal equipment for fiber optic submarine communication cables, connecting the internet. Internet Protocol Suite The Internet standards describe a framework known as the Internet protocol suite (also called TCP/IP, based on the first two components.) This is a suite of protocols that are ordered into a set of four conceptional layers by the scope of their operation, originally documented in RFC 1122 and RFC 1123:[citation needed] The most prominent component of the Internet model is the Internet Protocol. IP enables internetworking, essentially establishing the Internet itself. Two versions of the Internet Protocol exist, IPv4 and IPv6.[citation needed] Aside from the complex array of physical connections that make up its infrastructure, the Internet is facilitated by bi- or multi-lateral commercial contracts (e.g., peering agreements), and by technical specifications or protocols that describe the exchange of data over the network.[citation needed] For locating individual computers on the network, the Internet provides IP addresses. IP addresses are used by the Internet infrastructure to direct internet packets to their destinations. They consist of fixed-length numbers, which are found within the packet. IP addresses are generally assigned to equipment either automatically via Dynamic Host Configuration Protocol, or are configured.[citation needed] Domain Name Systems convert user-inputted domain names (e.g. "en.wikipedia.org") into IP addresses.[citation needed] Internet Protocol version 4 (IPv4) defines an IP address as a 32-bit number. IPv4 is the initial version used on the first generation of the Internet and is still in dominant use. It was designed in 1981 to address up to ≈4.3 billion (109) hosts. However, the explosive growth of the Internet has led to IPv4 address exhaustion, which entered its final stage in 2011, when the global IPv4 address allocation pool was exhausted. Because of the growth of the Internet and the depletion of available IPv4 addresses, a new version of IP IPv6, was developed in the mid-1990s, which provides vastly larger addressing capabilities and more efficient routing of Internet traffic. IPv6 uses 128 bits for the IP address and was standardized in 1998. IPv6 deployment has been ongoing since the mid-2000s and is currently in growing deployment around the world, since Internet address registries began to urge all resource managers to plan rapid adoption and conversion. By design, IPv6 is not directly interoperable with IPv4. Instead, it establishes a parallel version of the Internet not directly accessible with IPv4 software. Thus, translation facilities exist for internetworking, and some nodes have duplicate networking software for both networks. Essentially all modern computer operating systems support both versions of the Internet Protocol.[citation needed] Network infrastructure, however, has been lagging in this development.[citation needed] A subnet or subnetwork is a logical subdivision of an IP network.: 1, 16 Computers that belong to a subnet are addressed with an identical most-significant bit-group in their IP addresses. This results in the logical division of an IP address into two fields, the network number or routing prefix and the rest field or host identifier. The rest field is an identifier for a specific host or network interface.[citation needed] The routing prefix may be expressed in Classless Inter-Domain Routing (CIDR) notation written as the first address of a network, followed by a slash character (/), and ending with the bit-length of the prefix. For example, 198.51.100.0/24 is the prefix of the Internet Protocol version 4 network starting at the given address, having 24 bits allocated for the network prefix, and the remaining 8 bits reserved for host addressing. Addresses in the range 198.51.100.0 to 198.51.100.255 belong to this network. The IPv6 address specification 2001:db8::/32 is a large address block with 296 addresses, having a 32-bit routing prefix.[citation needed] For IPv4, a network may also be characterized by its subnet mask or netmask, which is the bitmask that when applied by a bitwise AND operation to any IP address in the network, yields the routing prefix. Subnet masks are also expressed in dot-decimal notation like an address. For example, 255.255.255.0 is the subnet mask for the prefix 198.51.100.0/24.[citation needed] Computers and routers use routing tables in their operating system to forward IP packets to reach a node on a different subnetwork. Routing tables are maintained by manual configuration or automatically by routing protocols. End-nodes typically use a default route that points toward an ISP providing transit, while ISP routers use the Border Gateway Protocol to establish the most efficient routing across the complex connections of the global Internet.[citation needed] The default gateway is the node that serves as the forwarding host (router) to other networks when no other route specification matches the destination IP address of a packet. Security Internet resources, hardware, and software components are the target of criminal or malicious attempts to gain unauthorized control to cause interruptions, commit fraud, engage in blackmail or access private information. Malware is malicious software used and distributed via the Internet. It includes computer viruses which are copied with the help of humans, computer worms which copy themselves automatically, software for denial of service attacks, ransomware, botnets, and spyware that reports on the activity and typing of users.[citation needed] Usually, these activities constitute cybercrime. Defense theorists have also speculated about the possibilities of hackers using cyber warfare using similar methods on a large scale. Malware poses serious problems to individuals and businesses on the Internet. According to Symantec's 2018 Internet Security Threat Report (ISTR), malware variants number has increased to 669,947,865 in 2017, which is twice as many malware variants as in 2016. Cybercrime, which includes malware attacks as well as other crimes committed by computer, was predicted to cost the world economy US$6 trillion in 2021, and is increasing at a rate of 15% per year. Since 2021, malware has been designed to target computer systems that run critical infrastructure such as the electricity distribution network. Malware can be designed to evade antivirus software detection algorithms. The vast majority of computer surveillance involves the monitoring of data and traffic on the Internet. In the United States for example, under the Communications Assistance For Law Enforcement Act, all phone calls and broadband Internet traffic (emails, web traffic, instant messaging, etc.) are required to be available for unimpeded real-time monitoring by Federal law enforcement agencies. Under the Act, all U.S. telecommunications providers are required to install packet sniffing technology to allow Federal law enforcement and intelligence agencies to intercept all of their customers' broadband Internet and VoIP traffic.[d] The large amount of data gathered from packet capture requires surveillance software that filters and reports relevant information, such as the use of certain words or phrases, the access to certain types of web sites, or communicating via email or chat with certain parties. Agencies, such as the Information Awareness Office, NSA, GCHQ and the FBI, spend billions of dollars per year to develop, purchase, implement, and operate systems for interception and analysis of data. Similar systems are operated by Iranian secret police to identify and suppress dissidents. The required hardware and software were allegedly installed by German Siemens AG and Finnish Nokia. Some governments, such as those of Myanmar, Iran, North Korea, Mainland China, Saudi Arabia and the United Arab Emirates, restrict access to content on the Internet within their territories, especially to political and religious content, with domain name and keyword filters. In Norway, Denmark, Finland, and Sweden, major Internet service providers have voluntarily agreed to restrict access to sites listed by authorities. While this list of forbidden resources is supposed to contain only known child pornography sites, the content of the list is secret. Many countries, including the United States, have enacted laws against the possession or distribution of certain material, such as child pornography, via the Internet but do not mandate filter software. Many free or commercially available software programs, called content-control software are available to users to block offensive specific on individual computers or networks in order to limit access by children to pornographic material or depiction of violence.[citation needed] Performance As the Internet is a heterogeneous network, its physical characteristics, including, for example the data transfer rates of connections, vary widely. It exhibits emergent phenomena that depend on its large-scale organization. PB per monthYear020,00040,00060,00080,000100,000120,000140,000199019952000200520102015Petabytes per monthGlobal Internet Traffic Volume The volume of Internet traffic is difficult to measure because no single point of measurement exists in the multi-tiered, non-hierarchical topology. Traffic data may be estimated from the aggregate volume through the peering points of the Tier 1 network providers, but traffic that stays local in large provider networks may not be accounted for.[citation needed] An Internet blackout or outage can be caused by local signaling interruptions. Disruptions of submarine communications cables may cause blackouts or slowdowns to large areas, such as in the 2008 submarine cable disruption. Less-developed countries are more vulnerable due to the small number of high-capacity links. Land cables are also vulnerable, as in 2011 when a woman digging for scrap metal severed most connectivity for the nation of Armenia. Internet blackouts affecting almost entire countries can be achieved by governments as a form of Internet censorship, as in the blockage of the Internet in Egypt, whereby approximately 93% of networks were without access in 2011 in an attempt to stop mobilization for anti-government protests. Estimates of the Internet's electricity usage have been the subject of controversy, according to a 2014 peer-reviewed research paper that found claims differing by a factor of 20,000 published in the literature during the preceding decade, ranging from 0.0064 kilowatt hours per gigabyte transferred (kWh/GB) to 136 kWh/GB. The researchers attributed these discrepancies mainly to the year of reference (i.e. whether efficiency gains over time had been taken into account) and to whether "end devices such as personal computers and servers are included" in the analysis. In 2011, academic researchers estimated the overall energy used by the Internet to be between 170 and 307 GW, less than two percent of the energy used by humanity. This estimate included the energy needed to build, operate, and periodically replace the estimated 750 million laptops, a billion smart phones and 100 million servers worldwide as well as the energy that routers, cell towers, optical switches, Wi-Fi transmitters and cloud storage devices use when transmitting Internet traffic. According to a non-peer-reviewed study published in 2018 by The Shift Project (a French think tank funded by corporate sponsors), nearly 4% of global CO2 emissions could be attributed to global data transfer and the necessary infrastructure. The study also said that online video streaming alone accounted for 60% of this data transfer and therefore contributed to over 300 million tons of CO2 emission per year, and argued for new "digital sobriety" regulations restricting the use and size of video files. See also Notes References Sources Further reading External links |
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Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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Contents Opera buffa Opera buffa (Italian: [ˈɔːpera ˈbuffa], "comic opera"; pl.: opere buffe) is a genre of opera. It was first used as an informal description of Italian comic operas variously classified by their authors as commedia in musica, commedia per musica, dramma bernesco, dramma comico, divertimento giocoso. Especially associated with developments in Naples in the first half of the 18th century, whence its popularity spread to Rome and northern Italy, buffa was at first characterized by everyday settings, local dialects, and simple vocal writing (the basso buffo is the associated voice type), the main requirement being clear diction and facility with patter. The New Grove Dictionary of Opera considers La Cilla (music by Michelangelo Faggioli, text by Francesco Antonio Tullio [it], 1706) and Luigi and Federico Ricci's Crispino e la comare (1850) to be the first and last appearances of the genre, although the term is still occasionally applied to newer work (for example Ernst Krenek's Zeitoper Schwergewicht). High points in this history are the 80 or so libretti by Carlindo Grolo, Loran Glodici, Sogol Cardoni and various other approximate anagrams of Carlo Goldoni, the three Mozart/Da Ponte collaborations, and the comedies of Gioachino Rossini and Gaetano Donizetti. Similar foreign genres such as French opéra comique, English ballad opera, Spanish zarzuela or German Singspiel differed as well in having spoken dialogue in place of recitativo secco, although one of the most influential examples, Pergolesi's La serva padrona (which is an intermezzo, not opera buffa), sparked the querelle des bouffons in Paris as an adaptation without sung recitatives. Opéra bouffon Opéra bouffon is the French term for the Italian genre of opera buffa (comic opera) performed in 18th-century France, either in the original language or in French translation. It was also applied to original French opéras comiques having Italianate or near-farcical plots. The term was also later used by Jacques Offenbach for five of his operettas (Orphée aux enfers, Le pont des soupirs, Geneviève de Brabant, Le roman comique [fr] and Le voyage de MM. Dunanan père et fils), and is sometimes confused with the French opéra comique and opéra bouffe. History Comic characters had been a part of opera until the early 18th century, when opera buffa began to emerge as a separate genre, an early precursor having been the operatic comedy, Il Trespolo tutore, by Alessandro Stradella, in 1679. Opera buffa was a parallel development to opera seria, and arose in reaction to the so-called first reform of Apostolo Zeno and Pietro Metastasio. It was, in part, intended as a genre that the common man could relate to more easily. Whereas opera seria was an entertainment that was both made for and depicted kings and nobility, opera buffa was made for and depicted common people with more common problems. High-flown language was generally avoided in favor of dialogue that the lower class would relate to, often in the local dialect, and the stock characters were often derived from those of the Italian commedia dell'arte. The 1701 scherzo drammatico (dramatic jest), Il mondo abbattuto by Nicola Sabini was particularly influential in Naples, creating a popular model due to its use of both Tuscan and Neapolitan dialects. In the early 18th century, comic operas often appeared as short, one-act interludes known as intermezzi that were performed in between acts of opera seria. There also existed, however, self-contained operatic comedies. La serva padrona (1733) by Giovanni Battista Pergolesi (1710–1736), is the one intermezzo still performed with any regularity today, and provides an excellent example of the style. Lo frate 'nnamorato (1732) and Il Flaminio (1735), by Pergolesi as well, are examples of the three-act commedia per musica. Apart from Pergolesi, the first major composers of opera buffa were Alessandro Scarlatti (Il trionfo dell'onore, 1718), Nicola Logroscino (Il governatore, 1747) and Baldassare Galuppi (Il filosofo di campagna, 1754), all of them based in Naples or Venice. The work of these was then resumed and expanded by Niccolò Piccinni (La Cecchina, 1760), Giovanni Paisiello (Nina, 1789) and Domenico Cimarosa (Il matrimonio segreto, 1792). The genre declined in the mid-19th century, despite Giuseppe Verdi's Falstaff staged in 1893. The importance of opera buffa diminished during the Romantic period. Here, the forms were freer and less extended than in the serious genre and the set numbers were linked by recitativo secco, the exception being Donizetti's Don Pasquale in 1843. With Rossini, a standard distribution of four characters is reached: a prima donna soubrette (soprano or mezzo); a light, amorous tenor; a basso cantante or baritone capable of lyrical, mostly ironical expression; and a basso buffo whose vocal skills, largely confined to clear articulation and the ability to "patter", must also extend to the baritone for the purposes of comic duets. The type of comedy could vary, and the range was great: from Rossini's The Barber of Seville in 1816 which was purely comedic, to Mozart's The Marriage of Figaro in 1786 which added drama and pathos. Another example of Romantic opera buffa would be Donizetti's The Elixir of Love of 1832. Relation to and differences from opera seria While opera seria deals with gods and ancient heroes and only occasionally contained comic scenes, opera buffa involves the predominant use of comic scenes, characters, and plot lines in a contemporary setting. The traditional model for opera seria had three acts, dealt with serious subjects in mythical settings, as stated above, and used high voices (both sopranos and castrati) for principal characters, often even for monarchs. In contrast, the model that generally held for opera buffa was having two acts (as, for example, The Barber of Seville), presenting comic scenes and situations as earlier stated and using the lower male voices to the exclusion of the castrati. This led to the creation of the characteristic "basso buffo", a specialist in patter who was the center of most of the comic action. (A well-known basso buffo role is Leporello in Mozart's Don Giovanni.) See also References Further reading |
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Contents United States The United States of America (USA), also known as the United States (U.S.) or America, is a country primarily located in North America. It is a federal republic of 50 states and a federal capital district, Washington, D.C. The 48 contiguous states border Canada to the north and Mexico to the south, with the semi-exclave of Alaska in the northwest and the archipelago of Hawaii in the Pacific Ocean. The United States also asserts sovereignty over five major island territories and various uninhabited islands in Oceania and the Caribbean.[j] It is a megadiverse country, with the world's third-largest land area[c] and third-largest population, exceeding 341 million.[k] Paleo-Indians first migrated from North Asia to North America at least 15,000 years ago, and formed various civilizations. Spanish colonization established Spanish Florida in 1513, the first European colony in what is now the continental United States. British colonization followed with the 1607 settlement of Virginia, the first of the Thirteen Colonies. Enslavement of Africans was practiced in all colonies by 1770 and supplied most of the labor for the Southern Colonies' plantation economy. Clashes with the British Crown began as a civil protest over the illegality of taxation without representation in Parliament and the denial of other English rights. They evolved into the American Revolution, which led to the Declaration of Independence and a society based on universal rights. Victory in the 1775–1783 Revolutionary War brought international recognition of U.S. sovereignty and fueled westward expansion, further dispossessing native inhabitants. As more states were admitted, a North–South division over slavery led the Confederate States of America to declare secession and fight the Union in the 1861–1865 American Civil War. With the United States' victory and reunification, slavery was abolished nationally. By the late 19th century, the U.S. economy outpaced the French, German and British economies combined. As of 1900, the country had established itself as a great power, a status solidified after its involvement in World War I. Following Japan's attack on Pearl Harbor in 1941, the U.S. entered World War II. Its aftermath left the U.S. and the Soviet Union as rival superpowers, competing for ideological dominance and international influence during the Cold War. The Soviet Union's collapse in 1991 ended the Cold War, leaving the U.S. as the world's sole superpower. The U.S. federal government is a representative democracy with a president and a constitution that grants separation of powers under three branches: legislative, executive, and judicial. The United States Congress is a bicameral national legislature composed of the House of Representatives (a lower house based on population) and the Senate (an upper house based on equal representation for each state). Federalism grants substantial autonomy to the 50 states. In addition, 574 Native American tribes have sovereignty rights, and there are 326 Native American reservations. Since the 1850s, the Democratic and Republican parties have dominated American politics. American ideals and values are based on a democratic tradition inspired by the American Enlightenment movement. A developed country, the U.S. ranks high in economic competitiveness, innovation, and higher education. Accounting for over a quarter of nominal global GDP, its economy has been the world's largest since about 1890. It is the wealthiest country, with the highest disposable household income per capita among OECD members, though its wealth inequality is highly pronounced. Shaped by centuries of immigration, the culture of the U.S. is diverse and globally influential. Making up more than a third of global military spending, the country has one of the strongest armed forces and is a designated nuclear state. A member of numerous international organizations, the U.S. plays a major role in global political, cultural, economic, and military affairs. Etymology Documented use of the phrase "United States of America" dates back to January 2, 1776. On that day, Stephen Moylan, a Continental Army aide to General George Washington, wrote a letter to Joseph Reed, Washington's aide-de-camp, seeking to go "with full and ample powers from the United States of America to Spain" to seek assistance in the Revolutionary War effort. The first known public usage is an anonymous essay published in the Williamsburg newspaper The Virginia Gazette on April 6, 1776. Sometime on or after June 11, 1776, Thomas Jefferson wrote "United States of America" in a rough draft of the Declaration of Independence, which was adopted by the Second Continental Congress on July 4, 1776. The term "United States" and its initialism "U.S.", used as nouns or as adjectives in English, are common short names for the country. The initialism "USA", a noun, is also common. "United States" and "U.S." are the established terms throughout the U.S. federal government, with prescribed rules.[l] "The States" is an established colloquial shortening of the name, used particularly from abroad; "stateside" is the corresponding adjective or adverb. "America" is the feminine form of the first word of Americus Vesputius, the Latinized name of Italian explorer Amerigo Vespucci (1454–1512);[m] it was first used as a place name by the German cartographers Martin Waldseemüller and Matthias Ringmann in 1507.[n] Vespucci first proposed that the West Indies discovered by Christopher Columbus in 1492 were part of a previously unknown landmass and not among the Indies at the eastern limit of Asia. In English, the term "America" usually does not refer to topics unrelated to the United States, despite the usage of "the Americas" to describe the totality of the continents of North and South America. History The first inhabitants of North America migrated from Siberia approximately 15,000 years ago, either across the Bering land bridge or along the now-submerged Ice Age coastline. Small isolated groups of hunter-gatherers are said to have migrated alongside herds of large herbivores far into Alaska, with ice-free corridors developing along the Pacific coast and valleys of North America in c. 16,500 – c. 13,500 BCE (c. 18,500 – c. 15,500 BP). The Clovis culture, which appeared around 11,000 BCE, is believed to be the first widespread culture in the Americas. Over time, Indigenous North American cultures grew increasingly sophisticated, and some, such as the Mississippian culture, developed agriculture, architecture, and complex societies. In the post-archaic period, the Mississippian cultures were located in the midwestern, eastern, and southern regions, and the Algonquian in the Great Lakes region and along the Eastern Seaboard, while the Hohokam culture and Ancestral Puebloans inhabited the Southwest. Native population estimates of what is now the United States before the arrival of European colonizers range from around 500,000 to nearly 10 million. Christopher Columbus began exploring the Caribbean for Spain in 1492, leading to Spanish-speaking settlements and missions from what are now Puerto Rico and Florida to New Mexico and California. The first Spanish colony in the present-day continental United States was Spanish Florida, chartered in 1513. After several settlements failed there due to starvation and disease, Spain's first permanent town, Saint Augustine, was founded in 1565. France established its own settlements in French Florida in 1562, but they were either abandoned (Charlesfort, 1578) or destroyed by Spanish raids (Fort Caroline, 1565). Permanent French settlements were founded much later along the Great Lakes (Fort Detroit, 1701), the Mississippi River (Saint Louis, 1764) and especially the Gulf of Mexico (New Orleans, 1718). Early European colonies also included the thriving Dutch colony of New Nederland (settled 1626, present-day New York) and the small Swedish colony of New Sweden (settled 1638 in what became Delaware). British colonization of the East Coast began with the Virginia Colony (1607) and the Plymouth Colony (Massachusetts, 1620). The Mayflower Compact in Massachusetts and the Fundamental Orders of Connecticut established precedents for local representative self-governance and constitutionalism that would develop throughout the American colonies. While European settlers in what is now the United States experienced conflicts with Native Americans, they also engaged in trade, exchanging European tools for food and animal pelts.[o] Relations ranged from close cooperation to warfare and massacres. The colonial authorities often pursued policies that forced Native Americans to adopt European lifestyles, including conversion to Christianity. Along the eastern seaboard, settlers trafficked Africans through the Atlantic slave trade, largely to provide manual labor on plantations. The original Thirteen Colonies[p] that would later found the United States were administered as possessions of the British Empire by Crown-appointed governors, though local governments held elections open to most white male property owners. The colonial population grew rapidly from Maine to Georgia, eclipsing Native American populations; by the 1770s, the natural increase of the population was such that only a small minority of Americans had been born overseas. The colonies' distance from Britain facilitated the entrenchment of self-governance, and the First Great Awakening, a series of Christian revivals, fueled colonial interest in guaranteed religious liberty. Following its victory in the French and Indian War, Britain began to assert greater control over local affairs in the Thirteen Colonies, resulting in growing political resistance. One of the primary grievances of the colonists was the denial of their rights as Englishmen, particularly the right to representation in the British government that taxed them. To demonstrate their dissatisfaction and resolve, the First Continental Congress met in 1774 and passed the Continental Association, a colonial boycott of British goods enforced by local "committees of safety" that proved effective. The British attempt to then disarm the colonists resulted in the 1775 Battles of Lexington and Concord, igniting the American Revolutionary War. At the Second Continental Congress, the colonies appointed George Washington commander-in-chief of the Continental Army, and created a committee that named Thomas Jefferson to draft the Declaration of Independence. Two days after the Second Continental Congress passed the Lee Resolution to create an independent, sovereign nation, the Declaration was adopted on July 4, 1776. The political values of the American Revolution evolved from an armed rebellion demanding reform within an empire to a revolution that created a new social and governing system founded on the defense of liberty and the protection of inalienable natural rights; sovereignty of the people; republicanism over monarchy, aristocracy, and other hereditary political power; civic virtue; and an intolerance of political corruption. The Founding Fathers of the United States, who included Washington, Jefferson, John Adams, Benjamin Franklin, Alexander Hamilton, John Jay, James Madison, Thomas Paine, and many others, were inspired by Classical, Renaissance, and Enlightenment philosophies and ideas. Though in practical effect since its drafting in 1777, the Articles of Confederation was ratified in 1781 and formally established a decentralized government that operated until 1789. After the British surrender at the siege of Yorktown in 1781, American sovereignty was internationally recognized by the Treaty of Paris (1783), through which the U.S. gained territory stretching west to the Mississippi River, north to present-day Canada, and south to Spanish Florida. The Northwest Ordinance (1787) established the precedent by which the country's territory would expand with the admission of new states, rather than the expansion of existing states. The U.S. Constitution was drafted at the 1787 Constitutional Convention to overcome the limitations of the Articles. It went into effect in 1789, creating a federal republic governed by three separate branches that together formed a system of checks and balances. George Washington was elected the country's first president under the Constitution, and the Bill of Rights was adopted in 1791 to allay skeptics' concerns about the power of the more centralized government. His resignation as commander-in-chief after the Revolutionary War and his later refusal to run for a third term as the country's first president established a precedent for the supremacy of civil authority in the United States and the peaceful transfer of power. In the late 18th century, American settlers began to expand westward in larger numbers, many with a sense of manifest destiny. The Louisiana Purchase of 1803 from France nearly doubled the territory of the United States. Lingering issues with Britain remained, leading to the War of 1812, which was fought to a draw. Spain ceded Florida and its Gulf Coast territory in 1819. The Missouri Compromise of 1820, which admitted Missouri as a slave state and Maine as a free state, attempted to balance the desire of northern states to prevent the expansion of slavery into new territories with that of southern states to extend it there. Primarily, the compromise prohibited slavery in all other lands of the Louisiana Purchase north of the 36°30′ parallel. As Americans expanded further into territory inhabited by Native Americans, the federal government implemented policies of Indian removal or assimilation. The most significant such legislation was the Indian Removal Act of 1830, a key policy of President Andrew Jackson. It resulted in the Trail of Tears (1830–1850), in which an estimated 60,000 Native Americans living east of the Mississippi River were forcibly removed and displaced to lands far to the west, causing 13,200 to 16,700 deaths along the forced march. Settler expansion as well as this influx of Indigenous peoples from the East resulted in the American Indian Wars west of the Mississippi. During the colonial period, slavery became legal in all the Thirteen colonies, but by 1770 it provided the main labor force in the large-scale, agriculture-dependent economies of the Southern Colonies from Maryland to Georgia. The practice began to be significantly questioned during the American Revolution, and spurred by an active abolitionist movement that had reemerged in the 1830s, states in the North enacted laws to prohibit slavery within their boundaries. At the same time, support for slavery had strengthened in Southern states, with widespread use of inventions such as the cotton gin (1793) having made slavery immensely profitable for Southern elites. The United States annexed the Republic of Texas in 1845, and the 1846 Oregon Treaty led to U.S. control of the present-day American Northwest. Dispute with Mexico over Texas led to the Mexican–American War (1846–1848). After the victory of the U.S., Mexico recognized U.S. sovereignty over Texas, New Mexico, and California in the 1848 Mexican Cession; the cession's lands also included the future states of Nevada, Colorado and Utah. The California gold rush of 1848–1849 spurred a huge migration of white settlers to the Pacific coast, leading to even more confrontations with Native populations. One of the most violent, the California genocide of thousands of Native inhabitants, lasted into the mid-1870s. Additional western territories and states were created. Throughout the 1850s, the sectional conflict regarding slavery was further inflamed by national legislation in the U.S. Congress and decisions of the Supreme Court. In Congress, the Fugitive Slave Act of 1850 mandated the forcible return to their owners in the South of slaves taking refuge in non-slave states, while the Kansas–Nebraska Act of 1854 effectively gutted the anti-slavery requirements of the Missouri Compromise. In its Dred Scott decision of 1857, the Supreme Court ruled against a slave brought into non-slave territory, simultaneously declaring the entire Missouri Compromise to be unconstitutional. These and other events exacerbated tensions between North and South that would culminate in the American Civil War (1861–1865). Beginning with South Carolina, 11 slave-state governments voted to secede from the United States in 1861, joining to create the Confederate States of America. All other state governments remained loyal to the Union.[q] War broke out in April 1861 after the Confederacy bombarded Fort Sumter. Following the Emancipation Proclamation on January 1, 1863, many freed slaves joined the Union army. The war began to turn in the Union's favor following the 1863 Siege of Vicksburg and Battle of Gettysburg, and the Confederates surrendered in 1865 after the Union's victory in the Battle of Appomattox Court House. Efforts toward reconstruction in the secessionist South had begun as early as 1862, but it was only after President Lincoln's assassination that the three Reconstruction Amendments to the Constitution were ratified to protect civil rights. The amendments codified nationally the abolition of slavery and involuntary servitude except as punishment for crimes, promised equal protection under the law for all persons, and prohibited discrimination on the basis of race or previous enslavement. As a result, African Americans took an active political role in ex-Confederate states in the decade following the Civil War. The former Confederate states were readmitted to the Union, beginning with Tennessee in 1866 and ending with Georgia in 1870. National infrastructure, including transcontinental telegraph and railroads, spurred growth in the American frontier. This was accelerated by the Homestead Acts, through which nearly 10 percent of the total land area of the United States was given away free to some 1.6 million homesteaders. From 1865 through 1917, an unprecedented stream of immigrants arrived in the United States, including 24.4 million from Europe. Most came through the Port of New York, as New York City and other large cities on the East Coast became home to large Jewish, Irish, and Italian populations. Many Northern Europeans as well as significant numbers of Germans and other Central Europeans moved to the Midwest. At the same time, about one million French Canadians migrated from Quebec to New England. During the Great Migration, millions of African Americans left the rural South for urban areas in the North. Alaska was purchased from Russia in 1867. The Compromise of 1877 is generally considered the end of the Reconstruction era, as it resolved the electoral crisis following the 1876 presidential election and led President Rutherford B. Hayes to reduce the role of federal troops in the South. Immediately, the Redeemers began evicting the Carpetbaggers and quickly regained local control of Southern politics in the name of white supremacy. African Americans endured a period of heightened, overt racism following Reconstruction, a time often considered the nadir of American race relations. A series of Supreme Court decisions, including Plessy v. Ferguson, emptied the Fourteenth and Fifteenth Amendments of their force, allowing Jim Crow laws in the South to remain unchecked, sundown towns in the Midwest, and segregation in communities across the country, which would be reinforced in part by the policy of redlining later adopted by the federal Home Owners' Loan Corporation. An explosion of technological advancement, accompanied by the exploitation of cheap immigrant labor, led to rapid economic expansion during the Gilded Age of the late 19th century. It continued into the early 20th, when the United States already outpaced the economies of Britain, France, and Germany combined. This fostered the amassing of power by a few prominent industrialists, largely by their formation of trusts and monopolies to prevent competition. Tycoons led the nation's expansion in the railroad, petroleum, and steel industries. The United States emerged as a pioneer of the automotive industry. These changes resulted in significant increases in economic inequality, slum conditions, and social unrest, creating the environment for labor unions and socialist movements to begin to flourish. This period eventually ended with the advent of the Progressive Era, which was characterized by significant economic and social reforms. Pro-American elements in Hawaii overthrew the Hawaiian monarchy; the islands were annexed in 1898. That same year, Puerto Rico, the Philippines, and Guam were ceded to the U.S. by Spain after the latter's defeat in the Spanish–American War. (The Philippines was granted full independence from the U.S. on July 4, 1946, following World War II. Puerto Rico and Guam have remained U.S. territories.) American Samoa was acquired by the United States in 1900 after the Second Samoan Civil War. The U.S. Virgin Islands were purchased from Denmark in 1917. The United States entered World War I alongside the Allies in 1917 helping to turn the tide against the Central Powers. In 1920, a constitutional amendment granted nationwide women's suffrage. During the 1920s and 1930s, radio for mass communication and early television transformed communications nationwide. The Wall Street Crash of 1929 triggered the Great Depression, to which President Franklin D. Roosevelt responded with the New Deal plan of "reform, recovery and relief", a series of unprecedented and sweeping recovery programs and employment relief projects combined with financial reforms and regulations. Initially neutral during World War II, the U.S. began supplying war materiel to the Allies of World War II in March 1941 and entered the war in December after Japan's attack on Pearl Harbor. Agreeing to a "Europe first" policy, the U.S. concentrated its wartime efforts on Japan's allies Italy and Germany until their final defeat in May 1945. The U.S. developed the first nuclear weapons and used them against the Japanese cities of Hiroshima and Nagasaki in August 1945, ending the war. The United States was one of the "Four Policemen" who met to plan the post-war world, alongside the United Kingdom, the Soviet Union, and China. The U.S. emerged relatively unscathed from the war, with even greater economic power and international political influence. The end of World War II in 1945 left the U.S. and the Soviet Union as superpowers, each with its own political, military, and economic sphere of influence. Geopolitical tensions between the two superpowers soon led to the Cold War. The U.S. implemented a policy of containment intended to limit the Soviet Union's sphere of influence; engaged in regime change against governments perceived to be aligned with the Soviets; and prevailed in the Space Race, which culminated with the first crewed Moon landing in 1969. Domestically, the U.S. experienced economic growth, urbanization, and population growth following World War II. The civil rights movement emerged, with Martin Luther King Jr. becoming a prominent leader in the early 1960s. The Great Society plan of President Lyndon B. Johnson's administration resulted in groundbreaking and broad-reaching laws, policies and a constitutional amendment to counteract some of the worst effects of lingering institutional racism. The counterculture movement in the U.S. brought significant social changes, including the liberalization of attitudes toward recreational drug use and sexuality. It also encouraged open defiance of the military draft (leading to the end of conscription in 1973) and wide opposition to U.S. intervention in Vietnam, with the U.S. totally withdrawing in 1975. A societal shift in the roles of women was significantly responsible for the large increase in female paid labor participation starting in the 1970s, and by 1985 the majority of American women aged 16 and older were employed. The Fall of Communism and the dissolution of the Soviet Union from 1989 to 1991 marked the end of the Cold War and left the United States as the world's sole superpower. This cemented the United States' global influence, reinforcing the concept of the "American Century" as the U.S. dominated international political, cultural, economic, and military affairs. The 1990s saw the longest recorded economic expansion in American history, a dramatic decline in U.S. crime rates, and advances in technology. Throughout this decade, technological innovations such as the World Wide Web, the evolution of the Pentium microprocessor in accordance with Moore's law, rechargeable lithium-ion batteries, the first gene therapy trial, and cloning either emerged in the U.S. or were improved upon there. The Human Genome Project was formally launched in 1990, while Nasdaq became the first stock market in the United States to trade online in 1998. In the Gulf War of 1991, an American-led international coalition of states expelled an Iraqi invasion force that had occupied neighboring Kuwait. The September 11 attacks on the United States in 2001 by the pan-Islamist militant organization al-Qaeda led to the war on terror and subsequent military interventions in Afghanistan and in Iraq. The U.S. housing bubble culminated in 2007 with the Great Recession, the largest economic contraction since the Great Depression. In the 2010s and early 2020s, the United States has experienced increased political polarization and democratic backsliding. The country's polarization was violently reflected in the January 2021 Capitol attack, when a mob of insurrectionists entered the U.S. Capitol and sought to prevent the peaceful transfer of power in an attempted self-coup d'état. Geography The United States is the world's third-largest country by total area behind Russia and Canada.[c] The 48 contiguous states and the District of Columbia have a combined area of 3,119,885 square miles (8,080,470 km2). In 2021, the United States had 8% of the Earth's permanent meadows and pastures and 10% of its cropland. Starting in the east, the coastal plain of the Atlantic seaboard gives way to inland forests and rolling hills in the Piedmont plateau region. The Appalachian Mountains and the Adirondack Massif separate the East Coast from the Great Lakes and the grasslands of the Midwest. The Mississippi River System, the world's fourth-longest river system, runs predominantly north–south through the center of the country. The flat and fertile prairie of the Great Plains stretches to the west, interrupted by a highland region in the southeast. The Rocky Mountains, west of the Great Plains, extend north to south across the country, peaking at over 14,000 feet (4,300 m) in Colorado. The supervolcano underlying Yellowstone National Park in the Rocky Mountains, the Yellowstone Caldera, is the continent's largest volcanic feature. Farther west are the rocky Great Basin and the Chihuahuan, Sonoran, and Mojave deserts. In the northwest corner of Arizona, carved by the Colorado River, is the Grand Canyon, a steep-sided canyon and popular tourist destination known for its overwhelming visual size and intricate, colorful landscape. The Cascade and Sierra Nevada mountain ranges run close to the Pacific coast. The lowest and highest points in the contiguous United States are in the State of California, about 84 miles (135 km) apart. At an elevation of 20,310 feet (6,190.5 m), Alaska's Denali (also called Mount McKinley) is the highest peak in the country and on the continent. Active volcanoes in the U.S. are common throughout Alaska's Alexander and Aleutian Islands. Located entirely outside North America, the archipelago of Hawaii consists of volcanic islands, physiographically and ethnologically part of the Polynesian subregion of Oceania. In addition to its total land area, the United States has one of the world's largest marine exclusive economic zones spanning approximately 4.5 million square miles (11.7 million km2) of ocean. With its large size and geographic variety, the United States includes most climate types. East of the 100th meridian, the climate ranges from humid continental in the north to humid subtropical in the south. The western Great Plains are semi-arid. Many mountainous areas of the American West have an alpine climate. The climate is arid in the Southwest, Mediterranean in coastal California, and oceanic in coastal Oregon, Washington, and southern Alaska. Most of Alaska is subarctic or polar. Hawaii, the southern tip of Florida and U.S. territories in the Caribbean and Pacific are tropical. The United States receives more high-impact extreme weather incidents than any other country. States bordering the Gulf of Mexico are prone to hurricanes, and most of the world's tornadoes occur in the country, mainly in Tornado Alley. Due to climate change in the country, extreme weather has become more frequent in the U.S. in the 21st century, with three times the number of reported heat waves compared to the 1960s. Since the 1990s, droughts in the American Southwest have become more persistent and more severe. The regions considered as the most attractive to the population are the most vulnerable. The U.S. is one of 17 megadiverse countries containing large numbers of endemic species: about 17,000 species of vascular plants occur in the contiguous United States and Alaska, and over 1,800 species of flowering plants are found in Hawaii, few of which occur on the mainland. The United States is home to 428 mammal species, 784 birds, 311 reptiles, 295 amphibians, and around 91,000 insect species. There are 63 national parks, and hundreds of other federally managed monuments, forests, and wilderness areas, administered by the National Park Service and other agencies. About 28% of the country's land is publicly owned and federally managed, primarily in the Western States. Most of this land is protected, though some is leased for commercial use, and less than one percent is used for military purposes. Environmental issues in the United States include debates on non-renewable resources and nuclear energy, air and water pollution, biodiversity, logging and deforestation, and climate change. The U.S. Environmental Protection Agency (EPA) is the federal agency charged with addressing most environmental-related issues. The idea of wilderness has shaped the management of public lands since 1964, with the Wilderness Act. The Endangered Species Act of 1973 provides a way to protect threatened and endangered species and their habitats. The United States Fish and Wildlife Service implements and enforces the Act. In 2024, the U.S. ranked 35th among 180 countries in the Environmental Performance Index. Government and politics The United States is a federal republic of 50 states and a federal capital district, Washington, D.C. The U.S. asserts sovereignty over five unincorporated territories and several uninhabited island possessions. It is the world's oldest surviving federation, and its presidential system of federal government has been adopted, in whole or in part, by many newly independent states worldwide following their decolonization. The Constitution of the United States serves as the country's supreme legal document. Most scholars describe the United States as a liberal democracy.[r] Composed of three branches, all headquartered in Washington, D.C., the federal government is the national government of the United States. The U.S. Constitution establishes a separation of powers intended to provide a system of checks and balances to prevent any of the three branches from becoming supreme. The three-branch system is known as the presidential system, in contrast to the parliamentary system where the executive is part of the legislative body. Many countries around the world adopted this aspect of the 1789 Constitution of the United States, especially in the postcolonial Americas. In the U.S. federal system, sovereign powers are shared between three levels of government specified in the Constitution: the federal government, the states, and Indian tribes. The U.S. also asserts sovereignty over five permanently inhabited territories: American Samoa, Guam, the Northern Mariana Islands, Puerto Rico, and the U.S. Virgin Islands. Residents of the 50 states are governed by their elected state government, under state constitutions compatible with the national constitution, and by elected local governments that are administrative divisions of a state. States are subdivided into counties or county equivalents, and (except for Hawaii) further divided into municipalities, each administered by elected representatives. The District of Columbia is a federal district containing the U.S. capital, Washington, D.C. The federal district is an administrative division of the federal government. Indian country is made up of 574 federally recognized tribes and 326 Indian reservations. They hold a government-to-government relationship with the U.S. federal government in Washington and are legally defined as domestic dependent nations with inherent tribal sovereignty rights. In addition to the five major territories, the U.S. also asserts sovereignty over the United States Minor Outlying Islands in the Pacific Ocean and the Caribbean. The seven undisputed islands without permanent populations are Baker Island, Howland Island, Jarvis Island, Johnston Atoll, Kingman Reef, Midway Atoll, and Palmyra Atoll. U.S. sovereignty over the unpopulated Bajo Nuevo Bank, Navassa Island, Serranilla Bank, and Wake Island is disputed. The Constitution is silent on political parties. However, they developed independently in the 18th century with the Federalist and Anti-Federalist parties. Since then, the United States has operated as a de facto two-party system, though the parties have changed over time. Since the mid-19th century, the two main national parties have been the Democratic Party and the Republican Party. The former is perceived as relatively liberal in its political platform while the latter is perceived as relatively conservative in its platform. The United States has an established structure of foreign relations, with the world's second-largest diplomatic corps as of 2024[update]. It is a permanent member of the United Nations Security Council and home to the United Nations headquarters. The United States is a member of the G7, G20, and OECD intergovernmental organizations. Almost all countries have embassies and many have consulates (official representatives) in the country. Likewise, nearly all countries host formal diplomatic missions with the United States, except Iran, North Korea, and Bhutan. Though Taiwan does not have formal diplomatic relations with the U.S., it maintains close unofficial relations. The United States regularly supplies Taiwan with military equipment to deter potential Chinese aggression. Its geopolitical attention also turned to the Indo-Pacific when the United States joined the Quadrilateral Security Dialogue with Australia, India, and Japan. The United States has a "Special Relationship" with the United Kingdom and strong ties with Canada, Australia, New Zealand, the Philippines, Japan, South Korea, Israel, and several European Union countries such as France, Italy, Germany, Spain, and Poland. The U.S. works closely with its NATO allies on military and national security issues, and with countries in the Americas through the Organization of American States and the United States–Mexico–Canada Free Trade Agreement. The U.S. exercises full international defense authority and responsibility for Micronesia, the Marshall Islands, and Palau through the Compact of Free Association. It has increasingly conducted strategic cooperation with India, while its ties with China have steadily deteriorated. Beginning in 2014, the U.S. had become a key ally of Ukraine. After Donald Trump was elected U.S. president in 2024, he sought to negotiate an end to the Russo-Ukrainian War. He paused all military aid to Ukraine in March 2025, although the aid resumed later. Trump also ended U.S. intelligence sharing with the country, but this too was eventually restored. The president is the commander-in-chief of the United States Armed Forces and appoints its leaders, the secretary of defense and the Joint Chiefs of Staff. The Department of Defense, headquartered at the Pentagon near Washington, D.C., administers five of the six service branches, which are made up of the U.S. Army, Marine Corps, Navy, Air Force, and Space Force. The Coast Guard is administered by the Department of Homeland Security in peacetime and can be transferred to the Department of the Navy in wartime. Total strength of the entire military is about 1.3 million active duty with an additional 400,000 in reserve. The United States spent $997 billion on its military in 2024, which is by far the largest amount of any country, making up 37% of global military spending and accounting for 3.4% of the country's GDP. The U.S. possesses 42% of the world's nuclear weapons—the second-largest stockpile after that of Russia. The U.S. military is widely regarded as the most powerful and advanced in the world. The United States has the third-largest combined armed forces in the world, behind the Chinese People's Liberation Army and Indian Armed Forces. The U.S. military operates about 800 bases and facilities abroad, and maintains deployments greater than 100 active duty personnel in 25 foreign countries. The United States has engaged in over 400 military interventions since its founding in 1776, with over half of these occurring between 1950 and 2019 and 25% occurring in the post-Cold War era. State defense forces (SDFs) are military units that operate under the sole authority of a state government. SDFs are authorized by state and federal law but are under the command of the state's governor. By contrast, the 54 U.S. National Guard organizations[t] fall under the dual control of state or territorial governments and the federal government; their units can also become federalized entities, but SDFs cannot be federalized. The National Guard personnel of a state or territory can be federalized by the president under the National Defense Act Amendments of 1933; this legislation created the Guard and provides for the integration of Army National Guard and Air National Guard units and personnel into the U.S. Army and (since 1947) the U.S. Air Force. The total number of National Guard members is about 430,000, while the estimated combined strength of SDFs is less than 10,000. There are about 18,000 U.S. police agencies from local to national level in the United States. Law in the United States is mainly enforced by local police departments and sheriff departments in their municipal or county jurisdictions. The state police departments have authority in their respective state, and federal agencies such as the Federal Bureau of Investigation (FBI) and the U.S. Marshals Service have national jurisdiction and specialized duties, such as protecting civil rights, national security, enforcing U.S. federal courts' rulings and federal laws, and interstate criminal activity. State courts conduct almost all civil and criminal trials, while federal courts adjudicate the much smaller number of civil and criminal cases that relate to federal law. There is no unified "criminal justice system" in the United States. The American prison system is largely heterogenous, with thousands of relatively independent systems operating across federal, state, local, and tribal levels. In 2025, "these systems hold nearly 2 million people in 1,566 state prisons, 98 federal prisons, 3,116 local jails, 1,277 juvenile correctional facilities, 133 immigration detention facilities, and 80 Indian country jails, as well as in military prisons, civil commitment centers, state psychiatric hospitals, and prisons in the U.S. territories." Despite disparate systems of confinement, four main institutions dominate: federal prisons, state prisons, local jails, and juvenile correctional facilities. Federal prisons are run by the Federal Bureau of Prisons and hold pretrial detainees as well as people who have been convicted of federal crimes. State prisons, run by the department of corrections of each state, hold people sentenced and serving prison time (usually longer than one year) for felony offenses. Local jails are county or municipal facilities that incarcerate defendants prior to trial; they also hold those serving short sentences (typically under a year). Juvenile correctional facilities are operated by local or state governments and serve as longer-term placements for any minor adjudicated as delinquent and ordered by a judge to be confined. In January 2023, the United States had the sixth-highest per capita incarceration rate in the world—531 people per 100,000 inhabitants—and the largest prison and jail population in the world, with more than 1.9 million people incarcerated. An analysis of the World Health Organization Mortality Database from 2010 showed U.S. homicide rates "were 7 times higher than in other high-income countries, driven by a gun homicide rate that was 25 times higher". Economy The U.S. has a highly developed mixed economy that has been the world's largest nominally since about 1890. Its 2024 gross domestic product (GDP)[e] of more than $29 trillion constituted over 25% of nominal global economic output, or 15% at purchasing power parity (PPP). From 1983 to 2008, U.S. real compounded annual GDP growth was 3.3%, compared to a 2.3% weighted average for the rest of the G7. The country ranks first in the world by nominal GDP, second when adjusted for purchasing power parities (PPP), and ninth by PPP-adjusted GDP per capita. In February 2024, the total U.S. federal government debt was $34.4 trillion. Of the world's 500 largest companies by revenue, 138 were headquartered in the U.S. in 2025, the highest number of any country. The U.S. dollar is the currency most used in international transactions and the world's foremost reserve currency, backed by the country's dominant economy, its military, the petrodollar system, its large U.S. treasuries market, and its linked eurodollar. Several countries use it as their official currency, and in others it is the de facto currency. The U.S. has free trade agreements with several countries, including the USMCA. Although the United States has reached a post-industrial level of economic development and is often described as having a service economy, it remains a major industrial power; in 2024, the U.S. manufacturing sector was the world's second-largest by value output after China's. New York City is the world's principal financial center, and its metropolitan area is the world's largest metropolitan economy. The New York Stock Exchange and Nasdaq, both located in New York City, are the world's two largest stock exchanges by market capitalization and trade volume. The United States is at the forefront of technological advancement and innovation in many economic fields, especially in artificial intelligence; electronics and computers; pharmaceuticals; and medical, aerospace and military equipment. The country's economy is fueled by abundant natural resources, a well-developed infrastructure, and high productivity. The largest trading partners of the United States are the European Union, Mexico, Canada, China, Japan, South Korea, the United Kingdom, Vietnam, India, and Taiwan. The United States is the world's largest importer and second-largest exporter.[u] It is by far the world's largest exporter of services. Americans have the highest average household and employee income among OECD member states, and the fourth-highest median household income in 2023, up from sixth-highest in 2013. With personal consumption expenditures of over $18.5 trillion in 2023, the U.S. has a heavily consumer-driven economy and is the world's largest consumer market. The U.S. ranked first in the number of dollar billionaires and millionaires in 2023, with 735 billionaires and nearly 22 million millionaires. Wealth in the United States is highly concentrated; in 2011, the richest 10% of the adult population owned 72% of the country's household wealth, while the bottom 50% owned just 2%. U.S. wealth inequality increased substantially since the late 1980s, and income inequality in the U.S. reached a record high in 2019. In 2024, the country had some of the highest wealth and income inequality levels among OECD countries. Since the 1970s, there has been a decoupling of U.S. wage gains from worker productivity. In 2016, the top fifth of earners took home more than half of all income, giving the U.S. one of the widest income distributions among OECD countries. There were about 771,480 homeless persons in the U.S. in 2024. In 2022, 6.4 million children experienced food insecurity. Feeding America estimates that around one in five, or approximately 13 million, children experience hunger in the U.S. and do not know where or when they will get their next meal. Also in 2022, about 37.9 million people, or 11.5% of the U.S. population, were living in poverty. The United States has a smaller welfare state and redistributes less income through government action than most other high-income countries. It is the only advanced economy that does not guarantee its workers paid vacation nationally and one of a few countries in the world without federal paid family leave as a legal right. The United States has a higher percentage of low-income workers than almost any other developed country, largely because of a weak collective bargaining system and lack of government support for at-risk workers. The United States has been a leader in technological innovation since the late 19th century and scientific research since the mid-20th century. Methods for producing interchangeable parts and the establishment of a machine tool industry enabled the large-scale manufacturing of U.S. consumer products in the late 19th century. By the early 20th century, factory electrification, the introduction of the assembly line, and other labor-saving techniques created the system of mass production. In the 21st century, the United States continues to be one of the world's foremost scientific powers, though China has emerged as a major competitor in many fields. The U.S. has the highest research and development expenditures of any country and ranks ninth as a percentage of GDP. In 2022, the United States was (after China) the country with the second-highest number of published scientific papers. In 2021, the U.S. ranked second (also after China) by the number of patent applications, and third by trademark and industrial design applications (after China and Germany), according to World Intellectual Property Indicators. In 2025 the United States ranked third (after Switzerland and Sweden) in the Global Innovation Index. The United States is considered to be a world leader in the development of artificial intelligence technology. In 2023, the United States was ranked the second most technologically advanced country in the world (after South Korea) by Global Finance magazine. The United States has maintained a space program since the late 1950s, beginning with the establishment of the National Aeronautics and Space Administration (NASA) in 1958. NASA's Apollo program (1961–1972) achieved the first crewed Moon landing with the 1969 Apollo 11 mission; it remains one of the agency's most significant milestones. Other major endeavors by NASA include the Space Shuttle program (1981–2011), the Voyager program (1972–present), the Hubble and James Webb space telescopes (launched in 1990 and 2021, respectively), and the multi-mission Mars Exploration Program (Spirit and Opportunity, Curiosity, and Perseverance). NASA is one of five agencies collaborating on the International Space Station (ISS); U.S. contributions to the ISS include several modules, including Destiny (2001), Harmony (2007), and Tranquility (2010), as well as ongoing logistical and operational support. The United States private sector dominates the global commercial spaceflight industry. Prominent American spaceflight contractors include Blue Origin, Boeing, Lockheed Martin, Northrop Grumman, and SpaceX. NASA programs such as the Commercial Crew Program, Commercial Resupply Services, Commercial Lunar Payload Services, and NextSTEP have facilitated growing private-sector involvement in American spaceflight. In 2023, the United States received approximately 84% of its energy from fossil fuel, and its largest source of energy was petroleum (38%), followed by natural gas (36%), renewable sources (9%), coal (9%), and nuclear power (9%). In 2022, the United States constituted about 4% of the world's population, but consumed around 16% of the world's energy. The U.S. ranks as the second-highest emitter of greenhouse gases behind China. The U.S. is the world's largest producer of nuclear power, generating around 30% of the world's nuclear electricity. It also has the highest number of nuclear power reactors of any country. From 2024, the U.S. plans to triple its nuclear power capacity by 2050. The United States' 4 million miles (6.4 million kilometers) of road network, owned almost entirely by state and local governments, is the longest in the world. The extensive Interstate Highway System that connects all major U.S. cities is funded mostly by the federal government but maintained by state departments of transportation. The system is further extended by state highways and some private toll roads. The U.S. is among the top ten countries with the highest vehicle ownership per capita (850 vehicles per 1,000 people) in 2022. A 2022 study found that 76% of U.S. commuters drive alone and 14% ride a bicycle, including bike owners and users of bike-sharing networks. About 11% use some form of public transportation. Public transportation in the United States is well developed in the largest urban areas, notably New York City, Washington, D.C., Boston, Philadelphia, Chicago, and San Francisco; otherwise, coverage is generally less extensive than in most other developed countries. The U.S. also has many relatively car-dependent localities. Long-distance intercity travel is provided primarily by airlines, but travel by rail is more common along the Northeast Corridor, the only high-speed rail in the U.S. that meets international standards. Amtrak, the country's government-sponsored national passenger rail company, has a relatively sparse network compared to that of Western European countries. Service is concentrated in the Northeast, California, the Midwest, the Pacific Northwest, and Virginia/Southeast. The United States has an extensive air transportation network. U.S. civilian airlines are all privately owned. The three largest airlines in the world, by total number of passengers carried, are U.S.-based; American Airlines became the global leader after its 2013 merger with US Airways. Of the 50 busiest airports in the world, 16 are in the United States, as well as five of the top 10. The world's busiest airport by passenger volume is Hartsfield–Jackson Atlanta International in Atlanta, Georgia. In 2022, most of the 19,969 U.S. airports were owned and operated by local government authorities, and there are also some private airports. Some 5,193 are designated as "public use", including for general aviation. The Transportation Security Administration (TSA) has provided security at most major airports since 2001. The country's rail transport network, the longest in the world at 182,412.3 mi (293,564.2 km), handles mostly freight (in contrast to more passenger-centered rail in Europe). Because they are often privately owned operations, U.S. railroads lag behind those of the rest of the world in terms of electrification. The country's inland waterways are the world's fifth-longest, totaling 25,482 mi (41,009 km). They are used extensively for freight, recreation, and a small amount of passenger traffic. Of the world's 50 busiest container ports, four are located in the United States, with the busiest in the country being the Port of Los Angeles. Demographics The U.S. Census Bureau reported 331,449,281 residents on April 1, 2020,[v] making the United States the third-most-populous country in the world, after India and China. The Census Bureau's official 2025 population estimate was 341,784,857, an increase of 3.1% since the 2020 census. According to the Bureau's U.S. Population Clock, on July 1, 2024, the U.S. population had a net gain of one person every 16 seconds, or about 5400 people per day. In 2023, 51% of Americans age 15 and over were married, 6% were widowed, 10% were divorced, and 34% had never been married. In 2023, the total fertility rate for the U.S. stood at 1.6 children per woman, and, at 23%, it had the world's highest rate of children living in single-parent households in 2019. Most Americans live in the suburbs of major metropolitan areas. The United States has a diverse population; 37 ancestry groups have more than one million members. White Americans with ancestry from Europe, the Middle East, or North Africa form the largest racial and ethnic group at 57.8% of the United States population. Hispanic and Latino Americans form the second-largest group and are 18.7% of the United States population. African Americans constitute the country's third-largest ancestry group and are 12.1% of the total U.S. population. Asian Americans are the country's fourth-largest group, composing 5.9% of the United States population. The country's 3.7 million Native Americans account for about 1%, and some 574 native tribes are recognized by the federal government. In 2024, the median age of the United States population was 39.1 years. While many languages and dialects are spoken in the United States, English is by far the most commonly spoken and written. De facto, English is the official language of the United States, and in 2025, Executive Order 14224 declared English official. However, the U.S. has never had a de jure official language, as Congress has never passed a law to designate English as official for all three federal branches. Some laws, such as U.S. naturalization requirements, nonetheless standardize English. Twenty-eight states and the United States Virgin Islands have laws that designate English as the sole official language; 19 states and the District of Columbia have no official language. Three states and four U.S. territories have recognized local or indigenous languages in addition to English: Hawaii (Hawaiian), Alaska (twenty Native languages),[w] South Dakota (Sioux), American Samoa (Samoan), Puerto Rico (Spanish), Guam (Chamorro), and the Northern Mariana Islands (Carolinian and Chamorro). In total, 169 Native American languages are spoken in the United States. In Puerto Rico, Spanish is more widely spoken than English. According to the American Community Survey (2020), some 245.4 million people in the U.S. age five and older spoke only English at home. About 41.2 million spoke Spanish at home, making it the second most commonly used language. Other languages spoken at home by one million people or more include Chinese (3.40 million), Tagalog (1.71 million), Vietnamese (1.52 million), Arabic (1.39 million), French (1.18 million), Korean (1.07 million), and Russian (1.04 million). German, spoken by 1 million people at home in 2010, fell to 857,000 total speakers in 2020. America's immigrant population is by far the world's largest in absolute terms. In 2022, there were 87.7 million immigrants and U.S.-born children of immigrants in the United States, accounting for nearly 27% of the overall U.S. population. In 2017, out of the U.S. foreign-born population, some 45% (20.7 million) were naturalized citizens, 27% (12.3 million) were lawful permanent residents, 6% (2.2 million) were temporary lawful residents, and 23% (10.5 million) were unauthorized immigrants. In 2019, the top countries of origin for immigrants were Mexico (24% of immigrants), India (6%), China (5%), the Philippines (4.5%), and El Salvador (3%). In fiscal year 2022, over one million immigrants (most of whom entered through family reunification) were granted legal residence. The undocumented immigrant population in the U.S. reached a record high of 14 million in 2023. The First Amendment guarantees the free exercise of religion in the country and forbids Congress from passing laws respecting its establishment. Religious practice is widespread, among the most diverse in the world, and profoundly vibrant. The country has the world's largest Christian population, which includes the fourth-largest population of Catholics. Other notable faiths include Judaism, Buddhism, Hinduism, Islam, New Age, and Native American religions. Religious practice varies significantly by region. "Ceremonial deism" is common in American culture. The overwhelming majority of Americans believe in a higher power or spiritual force, engage in spiritual practices such as prayer, and consider themselves religious or spiritual. In the Southern United States' "Bible Belt", evangelical Protestantism plays a significant role culturally; New England and the Western United States tend to be more secular. Mormonism, a Restorationist movement founded in the U.S. in 1847, is the predominant religion in Utah and a major religion in Idaho. About 82% of Americans live in metropolitan areas, particularly in suburbs; about half of those reside in cities with populations over 50,000. In 2022, 333 incorporated municipalities had populations over 100,000, nine cities had more than one million residents, and four cities—New York City, Los Angeles, Chicago, and Houston—had populations exceeding two million. Many U.S. metropolitan populations are growing rapidly, particularly in the South and West. According to the Centers for Disease Control and Prevention (CDC), average U.S. life expectancy at birth reached 79.0 years in 2024, its highest recorded level. This was an increase of 0.6 years over 2023. The CDC attributed the improvement to a significant fall in the number of fatal drug overdoses in the country, noting that "heart disease continues to be the leading cause of death in the United States, followed by cancer and unintentional injuries." In 2024, life expectancy at birth for American men rose to 76.5 years (+0.7 years compared to 2023), while life expectancy for women was 81.4 years (+0.3 years). Starting in 1998, life expectancy in the U.S. fell behind that of other wealthy industrialized countries, and Americans' "health disadvantage" gap has been increasing ever since. The Commonwealth Fund reported in 2020 that the U.S. had the highest suicide rate among high-income countries. Approximately one-third of the U.S. adult population is obese and another third is overweight. The U.S. healthcare system far outspends that of any other country, measured both in per capita spending and as a percentage of GDP, but attains worse healthcare outcomes when compared to peer countries for reasons that are debated. The United States is the only developed country without a system of universal healthcare, and a significant proportion of the population that does not carry health insurance. Government-funded healthcare coverage for the poor (Medicaid) and for those age 65 and older (Medicare) is available to Americans who meet the programs' income or age qualifications. In 2010, then-President Obama passed the Patient Protection and Affordable Care Act.[x] Abortion in the United States is not federally protected, and is illegal or restricted in 17 states. American primary and secondary education, known in the U.S. as K–12 ("kindergarten through 12th grade"), is decentralized. School systems are operated by state, territorial, and sometimes municipal governments and regulated by the U.S. Department of Education. In general, children are required to attend school or an approved homeschool from the age of five or six (kindergarten or first grade) until they are 18 years old. This often brings students through the 12th grade, the final year of a U.S. high school, but some states and territories allow them to leave school earlier, at age 16 or 17. The U.S. spends more on education per student than any other country, an average of $18,614 per year per public elementary and secondary school student in 2020–2021. Among Americans age 25 and older, 92.2% graduated from high school, 62.7% attended some college, 37.7% earned a bachelor's degree, and 14.2% earned a graduate degree. The U.S. literacy rate is near-universal. The U.S. has produced the most Nobel Prize winners of any country, with 411 (having won 413 awards). U.S. tertiary or higher education has earned a global reputation. Many of the world's top universities, as listed by various ranking organizations, are in the United States, including 19 of the top 25. American higher education is dominated by state university systems, although the country's many private universities and colleges enroll about 20% of all American students. Local community colleges generally offer open admissions, lower tuition, and coursework leading to a two-year associate degree or a non-degree certificate. As for public expenditures on higher education, the U.S. spends more per student than the OECD average, and Americans spend more than all nations in combined public and private spending. Colleges and universities directly funded by the federal government do not charge tuition and are limited to military personnel and government employees, including: the U.S. service academies, the Naval Postgraduate School, and military staff colleges. Despite some student loan forgiveness programs in place, student loan debt increased by 102% between 2010 and 2020, and exceeded $1.7 trillion in 2022. Culture and society The United States is home to a wide variety of ethnic groups, traditions, and customs. The country has been described as having the values of individualism and personal autonomy, as well as a strong work ethic and competitiveness. Voluntary altruism towards others also plays a major role; according to a 2016 study by the Charities Aid Foundation, Americans donated 1.44% of total GDP to charity—the highest rate in the world by a large margin. Americans have traditionally been characterized by a unifying political belief in an "American Creed" emphasizing consent of the governed, liberty, equality under the law, democracy, social equality, property rights, and a preference for limited government. The U.S. has acquired significant hard and soft power through its diplomatic influence, economic power, military alliances, and cultural exports such as American movies, music, video games, sports, and food. The influence that the United States exerts on other countries through soft power is referred to as Americanization. Nearly all present Americans or their ancestors came from Europe, Africa, or Asia (the "Old World") within the past five centuries. Mainstream American culture is a Western culture largely derived from the traditions of European immigrants with influences from many other sources, such as traditions brought by slaves from Africa. More recent immigration from Asia and especially Latin America has added to a cultural mix that has been described as a homogenizing melting pot, and a heterogeneous salad bowl, with immigrants contributing to, and often assimilating into, mainstream American culture. Under the First Amendment to the Constitution, the United States is considered to have the strongest protections of free speech of any country. Flag desecration, hate speech, blasphemy, and lese majesty are all forms of protected expression. A 2016 Pew Research Center poll found that Americans were the most supportive of free expression of any polity measured. Additionally, they are the "most supportive of freedom of the press and the right to use the Internet without government censorship". The U.S. is a socially progressive country with permissive attitudes surrounding human sexuality. LGBTQ rights in the United States are among the most advanced by global standards. The American Dream, or the perception that Americans enjoy high levels of social mobility, plays a key role in attracting immigrants. Whether this perception is accurate has been a topic of debate. While mainstream culture holds that the United States is a classless society, scholars identify significant differences between the country's social classes, affecting socialization, language, and values. Americans tend to greatly value socioeconomic achievement, but being ordinary or average is promoted by some as a noble condition as well. The National Foundation on the Arts and the Humanities is an agency of the United States federal government that was established in 1965 with the purpose to "develop and promote a broadly conceived national policy of support for the humanities and the arts in the United States, and for institutions which preserve the cultural heritage of the United States." It is composed of four sub-agencies: Colonial American authors were influenced by John Locke and other Enlightenment philosophers. The American Revolutionary Period (1765–1783) is notable for the political writings of Benjamin Franklin, Alexander Hamilton, Thomas Paine, and Thomas Jefferson. Shortly before and after the Revolutionary War, the newspaper rose to prominence, filling a demand for anti-British national literature. An early novel is William Hill Brown's The Power of Sympathy, published in 1791. Writer and critic John Neal in the early- to mid-19th century helped advance America toward a unique literature and culture by criticizing predecessors such as Washington Irving for imitating their British counterparts, and by influencing writers such as Edgar Allan Poe, who took American poetry and short fiction in new directions. Ralph Waldo Emerson and Margaret Fuller pioneered the influential Transcendentalism movement; Henry David Thoreau, author of Walden, was influenced by this movement. The conflict surrounding abolitionism inspired writers, like Harriet Beecher Stowe, and authors of slave narratives, such as Frederick Douglass. Nathaniel Hawthorne's The Scarlet Letter (1850) explored the dark side of American history, as did Herman Melville's Moby-Dick (1851). Major American poets of the 19th century American Renaissance include Walt Whitman, Melville, and Emily Dickinson. Mark Twain was the first major American writer to be born in the West. Henry James achieved international recognition with novels like The Portrait of a Lady (1881). As literacy rates rose, periodicals published more stories centered around industrial workers, women, and the rural poor. Naturalism, regionalism, and realism were the major literary movements of the period. While modernism generally took on an international character, modernist authors working within the United States more often rooted their work in specific regions, peoples, and cultures. Following the Great Migration to northern cities, African-American and black West Indian authors of the Harlem Renaissance developed an independent tradition of literature that rebuked a history of inequality and celebrated black culture. An important cultural export during the Jazz Age, these writings were a key influence on Négritude, a philosophy emerging in the 1930s among francophone writers of the African diaspora. In the 1950s, an ideal of homogeneity led many authors to attempt to write the Great American Novel, while the Beat Generation rejected this conformity, using styles that elevated the impact of the spoken word over mechanics to describe drug use, sexuality, and the failings of society. Contemporary literature is more pluralistic than in previous eras, with the closest thing to a unifying feature being a trend toward self-conscious experiments with language. Twelve American laureates have won the Nobel Prize in Literature. Media in the United States is broadly uncensored, with the First Amendment providing significant protections, as reiterated in New York Times Co. v. United States. The four major broadcasters in the U.S. are the National Broadcasting Company (NBC), Columbia Broadcasting System (CBS), American Broadcasting Company (ABC), and Fox Broadcasting Company (Fox). The four major broadcast television networks are all commercial entities. The U.S. cable television system offers hundreds of channels catering to a variety of niches. In 2021, about 83% of Americans over age 12 listened to broadcast radio, while about 40% listened to podcasts. In the prior year, there were 15,460 licensed full-power radio stations in the U.S. according to the Federal Communications Commission (FCC). Much of the public radio broadcasting is supplied by National Public Radio (NPR), incorporated in February 1970 under the Public Broadcasting Act of 1967. U.S. newspapers with a global reach and reputation include The Wall Street Journal, The New York Times, The Washington Post, and USA Today. About 800 publications are produced in Spanish. With few exceptions, newspapers are privately owned, either by large chains such as Gannett or McClatchy, which own dozens or even hundreds of newspapers; by small chains that own a handful of papers; or, in an increasingly rare situation, by individuals or families. Major cities often have alternative newspapers to complement the mainstream daily papers, such as The Village Voice in New York City and LA Weekly in Los Angeles. The five most-visited websites in the world are Google, YouTube, Facebook, Instagram, and ChatGPT—all of them American-owned. Other popular platforms used include X (formerly Twitter) and Amazon. In 2025, the U.S. was the world's second-largest video game market by revenue (after China). In 2015, the U.S. video game industry consisted of 2,457 companies that employed around 220,000 jobs and generated $30.4 billion in revenue. There are 444 game publishers, developers, and hardware companies in California alone. According to the Game Developers Conference (GDC), the U.S. is the top location for video game development, with 58% of the world's game developers based there in 2025. The United States is well known for its theater. Mainstream theater in the United States derives from the old European theatrical tradition and has been heavily influenced by the British theater. By the middle of the 19th century, America had created new distinct dramatic forms in the Tom Shows, the showboat theater and the minstrel show. The central hub of the American theater scene is the Theater District in Manhattan, with its divisions of Broadway, off-Broadway, and off-off-Broadway. Many movie and television celebrities have gotten their big break working in New York productions. Outside New York City, many cities have professional regional or resident theater companies that produce their own seasons. The biggest-budget theatrical productions are musicals. U.S. theater has an active community theater culture. The Tony Awards recognizes excellence in live Broadway theater and are presented at an annual ceremony in Manhattan. The awards are given for Broadway productions and performances. One is also given for regional theater. Several discretionary non-competitive awards are given as well, including a Special Tony Award, the Tony Honors for Excellence in Theatre, and the Isabelle Stevenson Award. Folk art in colonial America grew out of artisanal craftsmanship in communities that allowed commonly trained people to individually express themselves. It was distinct from Europe's tradition of high art, which was less accessible and generally less relevant to early American settlers. Cultural movements in art and craftsmanship in colonial America generally lagged behind those of Western Europe. For example, the prevailing medieval style of woodworking and primitive sculpture became integral to early American folk art, despite the emergence of Renaissance styles in England in the late 16th and early 17th centuries. The new English styles would have been early enough to make a considerable impact on American folk art, but American styles and forms had already been firmly adopted. Not only did styles change slowly in early America, but there was a tendency for rural artisans there to continue their traditional forms longer than their urban counterparts did—and far longer than those in Western Europe. The Hudson River School was a mid-19th-century movement in the visual arts tradition of European naturalism. The 1913 Armory Show in New York City, an exhibition of European modernist art, shocked the public and transformed the U.S. art scene. American Realism and American Regionalism sought to reflect and give America new ways of looking at itself. Georgia O'Keeffe, Marsden Hartley, and others experimented with new and individualistic styles, which would become known as American modernism. Major artistic movements such as the abstract expressionism of Jackson Pollock and Willem de Kooning and the pop art of Andy Warhol and Roy Lichtenstein developed largely in the United States. Major photographers include Alfred Stieglitz, Edward Steichen, Dorothea Lange, Edward Weston, James Van Der Zee, Ansel Adams, and Gordon Parks. The tide of modernism and then postmodernism has brought global fame to American architects, including Frank Lloyd Wright, Philip Johnson, and Frank Gehry. The Metropolitan Museum of Art in Manhattan is the largest art museum in the United States and the fourth-largest in the world. American folk music encompasses numerous music genres, variously known as traditional music, traditional folk music, contemporary folk music, or roots music. Many traditional songs have been sung within the same family or folk group for generations, and sometimes trace back to such origins as the British Isles, mainland Europe, or Africa. The rhythmic and lyrical styles of African-American music in particular have influenced American music. Banjos were brought to America through the slave trade. Minstrel shows incorporating the instrument into their acts led to its increased popularity and widespread production in the 19th century. The electric guitar, first invented in the 1930s, and mass-produced by the 1940s, had an enormous influence on popular music, in particular due to the development of rock and roll. The synthesizer, turntablism, and electronic music were also largely developed in the U.S. Elements from folk idioms such as the blues and old-time music were adopted and transformed into popular genres with global audiences. Jazz grew from blues and ragtime in the early 20th century, developing from the innovations and recordings of composers such as W.C. Handy and Jelly Roll Morton. Louis Armstrong and Duke Ellington increased its popularity early in the 20th century. Country music developed in the 1920s, bluegrass and rhythm and blues in the 1940s, and rock and roll in the 1950s. In the 1960s, Bob Dylan emerged from the folk revival to become one of the country's most celebrated songwriters. The musical forms of punk and hip hop both originated in the United States in the 1970s. The United States has the world's largest music market, with a total retail value of $15.9 billion in 2022. Most of the world's major record companies are based in the U.S.; they are represented by the Recording Industry Association of America (RIAA). Mid-20th-century American pop stars, such as Frank Sinatra and Elvis Presley, became global celebrities and best-selling music artists, as have artists of the late 20th century, such as Michael Jackson, Madonna, Whitney Houston, and Mariah Carey, and of the early 21st century, such as Eminem, Britney Spears, Lady Gaga, Katy Perry, Taylor Swift and Beyoncé. The United States has the world's largest apparel market by revenue. Apart from professional business attire, American fashion is eclectic and predominantly informal. Americans' diverse cultural roots are reflected in their clothing; however, sneakers, jeans, T-shirts, and baseball caps are emblematic of American styles. New York, with its Fashion Week, is considered to be one of the "Big Four" global fashion capitals, along with Paris, Milan, and London. A study demonstrated that general proximity to Manhattan's Garment District has been synonymous with American fashion since its inception in the early 20th century. A number of well-known designer labels, among them Tommy Hilfiger, Ralph Lauren, Tom Ford and Calvin Klein, are headquartered in Manhattan. Labels cater to niche markets, such as preteens. New York Fashion Week is one of the most influential fashion shows in the world, and is held twice each year in Manhattan; the annual Met Gala, also in Manhattan, has been called the fashion world's "biggest night". The U.S. film industry has a worldwide influence and following. Hollywood, a district in central Los Angeles, the nation's second-most populous city, is also metonymous for the American filmmaking industry. The major film studios of the United States are the primary source of the most commercially successful movies selling the most tickets in the world. Largely centered in the New York City region from its beginnings in the late 19th century through the first decades of the 20th century, the U.S. film industry has since been primarily based in and around Hollywood. Nonetheless, American film companies have been subject to the forces of globalization in the 21st century, and an increasing number of films are made elsewhere. The Academy Awards, popularly known as "the Oscars", have been held annually by the Academy of Motion Picture Arts and Sciences since 1929, and the Golden Globe Awards have been held annually since January 1944. The industry peaked in what is commonly referred to as the "Golden Age of Hollywood", from the early sound period until the early 1960s, with screen actors such as John Wayne and Marilyn Monroe becoming iconic figures. In the 1970s, "New Hollywood", or the "Hollywood Renaissance", was defined by grittier films influenced by French and Italian realist pictures of the post-war period. The 21st century has been marked by the rise of American streaming platforms, which came to rival traditional cinema. Early settlers were introduced by Native Americans to foods such as turkey, sweet potatoes, corn, squash, and maple syrup. Of the most enduring and pervasive examples are variations of the native dish called succotash. Early settlers and later immigrants combined these with foods they were familiar with, such as wheat flour, beef, and milk, to create a distinctive American cuisine. New World crops, especially pumpkin, corn, potatoes, and turkey as the main course are part of a shared national menu on Thanksgiving, when many Americans prepare or purchase traditional dishes to celebrate the occasion. Characteristic American dishes such as apple pie, fried chicken, doughnuts, french fries, macaroni and cheese, ice cream, hamburgers, hot dogs, and American pizza derive from the recipes of various immigrant groups. Mexican dishes such as burritos and tacos preexisted the United States in areas later annexed from Mexico, and adaptations of Chinese cuisine as well as pasta dishes freely adapted from Italian sources are all widely consumed. American chefs have had a significant impact on society both domestically and internationally. In 1946, the Culinary Institute of America was founded by Katharine Angell and Frances Roth. This would become the United States' most prestigious culinary school, where many of the most talented American chefs would study prior to successful careers. The United States restaurant industry was projected at $899 billion in sales for 2020, and employed more than 15 million people, representing 10% of the nation's workforce directly. It is the country's second-largest private employer and the third-largest employer overall. The United States is home to over 220 Michelin star-rated restaurants, 70 of which are in New York City. Wine has been produced in what is now the United States since the 1500s, with the first widespread production beginning in what is now New Mexico in 1628. In the modern U.S., wine production is undertaken in all fifty states, with California producing 84 percent of all U.S. wine. With more than 1,100,000 acres (4,500 km2) under vine, the United States is the fourth-largest wine-producing country in the world, after Italy, Spain, and France. The classic American diner, a casual restaurant type originally intended for the working class, emerged during the 19th century from converted railroad dining cars made stationary. The diner soon evolved into purpose-built structures whose number expanded greatly in the 20th century. The American fast-food industry developed alongside the nation's car culture. American restaurants developed the drive-in format in the 1920s, which they began to replace with the drive-through format by the 1940s. American fast-food restaurant chains, such as McDonald's, Burger King, Chick-fil-A, Kentucky Fried Chicken, Dunkin' Donuts and many others, have numerous outlets around the world. The most popular spectator sports in the U.S. are American football, basketball, baseball, soccer, and ice hockey. Their premier leagues are, respectively, the National Football League, the National Basketball Association, Major League Baseball, Major League Soccer, and the National Hockey League, All these leagues enjoy wide-ranging domestic media coverage and, except for the MLS, all are considered the preeminent leagues in their respective sports in the world. While most major U.S. sports such as baseball and American football have evolved out of European practices, basketball, volleyball, skateboarding, and snowboarding are American inventions, many of which have become popular worldwide. Lacrosse and surfing arose from Native American and Native Hawaiian activities that predate European contact. The market for professional sports in the United States was approximately $69 billion in July 2013, roughly 50% larger than that of Europe, the Middle East, and Africa combined. American football is by several measures the most popular spectator sport in the United States. Although American football does not have a substantial following in other nations, the NFL does have the highest average attendance (67,254) of any professional sports league in the world. In the year 2024, the NFL generated over $23 billion, making them the most valued professional sports league in the United States and the world. Baseball has been regarded as the U.S. "national sport" since the late 19th century. The most-watched individual sports in the U.S. are golf and auto racing, particularly NASCAR and IndyCar. On the collegiate level, earnings for the member institutions exceed $1 billion annually, and college football and basketball attract large audiences, as the NCAA March Madness tournament and the College Football Playoff are some of the most watched national sporting events. In the U.S., the intercollegiate sports level serves as the main feeder system for professional and Olympic sports, with significant exceptions such as Minor League Baseball. This differs greatly from practices in nearly all other countries, where publicly and privately funded sports organizations serve this function. Eight Olympic Games have taken place in the United States. The 1904 Summer Olympics in St. Louis, Missouri, were the first-ever Olympic Games held outside of Europe. The Olympic Games will be held in the U.S. for a ninth time when Los Angeles hosts the 2028 Summer Olympics. U.S. athletes have won a total of 2,968 medals (1,179 gold) at the Olympic Games, the most of any country. In other international competition, the United States is the home of a number of prestigious events, including the America's Cup, World Baseball Classic, the U.S. Open, and the Masters Tournament. The U.S. men's national soccer team has qualified for eleven World Cups, while the women's national team has won the FIFA Women's World Cup and Olympic soccer tournament four and five times, respectively. The 1999 FIFA Women's World Cup was hosted by the United States. Its final match was attended by 90,185, setting the world record for largest women's sporting event crowd at the time. The United States hosted the 1994 FIFA World Cup and will co-host, along with Canada and Mexico, the 2026 FIFA World Cup. See also Notes References This article incorporates text from a free content work. Licensed under CC BY-SA IGO 3.0 (license statement/permission). Text taken from World Food and Agriculture – Statistical Yearbook 2023, FAO, FAO. External links 40°N 100°W / 40°N 100°W / 40; -100 (United States of America) |
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File:MobileBroadbandInternetPenetrationWorldMap 2013.svg Summary Licensing File history Click on a date/time to view the file as it appeared at that time. File usage The following 9 pages use this file: Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. |
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[SOURCE: https://en.wikipedia.org/wiki/Mutually_exclusive_events] | [TOKENS: 1775] |
Contents Mutual exclusivity In logic and probability theory, two events (or propositions) are mutually exclusive or disjoint if they cannot both occur at the same time. A clear example is the set of outcomes of a single coin toss, which can result in either heads or tails, but not both. In the coin-tossing example, both outcomes are, in theory, collectively exhaustive, which means that at least one of the outcomes must happen, so these two possibilities together exhaust all the possibilities. However, not all mutually exclusive events are collectively exhaustive. For example, the outcomes 1 and 4 of a single roll of a six-sided die are mutually exclusive (both cannot happen at the same time) but not collectively exhaustive (there are other possible outcomes; 2,3,5,6). Logic In logic, two propositions ϕ {\displaystyle \phi } and ψ {\displaystyle \psi } are mutually exclusive if it is not logically possible for them to be true at the same time; that is, ¬ ( ϕ ∧ ψ ) {\displaystyle \lnot (\phi \land \psi )} is a tautology. To say that more than two propositions are mutually exclusive, depending on the context, means either 1. " ¬ ( ϕ 1 ∧ ϕ 2 ) ∧ ¬ ( ϕ 1 ∧ ϕ 3 ) ∧ ¬ ( ϕ 2 ∧ ϕ 3 ) {\displaystyle \lnot (\phi _{1}\land \phi _{2})\land \lnot (\phi _{1}\land \phi _{3})\land \lnot (\phi _{2}\land \phi _{3})} is a tautology" (it is not logically possible for more than one proposition to be true) or 2. " ¬ ( ϕ 1 ∧ ϕ 2 ∧ ϕ 3 ) {\displaystyle \lnot (\phi _{1}\land \phi _{2}\land \phi _{3})} is a tautology" (it is not logically possible for all propositions to be true at the same time). The term pairwise mutually exclusive always means the former. Probability In probability theory, events E1, E2, ..., En are said to be mutually exclusive if the occurrence of any one of them implies the non-occurrence of the remaining n − 1 events. Therefore, two mutually exclusive events cannot both occur. Formally said, X {\displaystyle X} is a set of mutually exclusive events if and only if given any E i , E j ∈ X {\displaystyle E_{i},E_{j}\in X} , if E i ≠ E j {\displaystyle E_{i}\neq E_{j}} then E i ∩ E j = ∅ {\displaystyle E_{i}\cap E_{j}=\varnothing } . As a consequence, mutually exclusive events have the property: P ( A ∩ B ) = 0 {\displaystyle P(A\cap B)=0} . For example, in a standard 52-card deck with two colors it is impossible to draw a card that is both red and a club because clubs are always black. If just one card is drawn from the deck, either a red card (heart or diamond) or a black card (club or spade) will be drawn. When A and B are mutually exclusive, P(A ∪ B) = P(A) + P(B). To find the probability of drawing a red card or a club, for example, add together the probability of drawing a red card and the probability of drawing a club. In a standard 52-card deck, there are twenty-six red cards and thirteen clubs: 26/52 + 13/52 = 39/52 or 3/4. One would have to draw at least two cards in order to draw both a red card and a club. The probability of doing so in two draws depends on whether the first card drawn was replaced before the second drawing since without replacement there is one fewer card after the first card was drawn. The probabilities of the individual events (red, and club) are multiplied rather than added. The probability of drawing a red and a club in two drawings without replacement is then 26/52 × 13/51 × 2 = 676/2652, or 13/51. With replacement, the probability would be 26/52 × 13/52 × 2 = 676/2704, or 13/52. In probability theory, the word or allows for the possibility of both events happening. The probability of one or both events occurring is denoted P(A ∪ B) and in general, it equals P(A) + P(B) – P(A ∩ B). Therefore, in the case of drawing a red card or a king, drawing any of a red king, a red non-king, or a black king is considered a success. In a standard 52-card deck, there are twenty-six red cards and four kings, two of which are red, so the probability of drawing a red or a king is 26/52 + 4/52 – 2/52 = 28/52. Events are collectively exhaustive if all the possibilities for outcomes are exhausted by those possible events, so at least one of those outcomes must occur. The probability that at least one of the events will occur is equal to one. For example, there are theoretically only two possibilities for flipping a coin. Flipping a head and flipping a tail are collectively exhaustive events, and there is a probability of one of flipping either a head or a tail. Events can be both mutually exclusive and collectively exhaustive. In the case of flipping a coin, flipping a head and flipping a tail are also mutually exclusive events. Both outcomes cannot occur for a single trial (i.e., when a coin is flipped only once). The probability of flipping a head and the probability of flipping a tail can be added to yield a probability of 1: 1/2 + 1/2 =1. Statistics In statistics and regression analysis, an independent variable that can take on only two possible values is called a dummy variable. For example, it may take on the value 0 if an observation is of a white subject or 1 if the observation is of a black subject. The two possible categories associated with the two possible values are mutually exclusive, so that no observation falls into more than one category, and the categories are exhaustive, so that every observation falls into some category. Sometimes there are three or more possible categories, which are pairwise mutually exclusive and are collectively exhaustive — for example, under 18 years of age, 18 to 64 years of age, and age 65 or above. In this case a set of dummy variables is constructed, each dummy variable having two mutually exclusive and jointly exhaustive categories — in this example, one dummy variable (called D1) would equal 1 if age is less than 18, and would equal 0 otherwise; a second dummy variable (called D2) would equal 1 if age is in the range 18–64, and 0 otherwise. In this set-up, the dummy variable pairs (D1, D2) can have the values (1,0) (under 18), (0,1) (between 18 and 64), or (0,0) (65 or older) (but not (1,1), which would nonsensically imply that an observed subject is both under 18 and between 18 and 64). Then the dummy variables can be included as independent (explanatory) variables in a regression. The number of dummy variables is always one less than the number of categories: with the two categories black and white there is a single dummy variable to distinguish them, while with the three age categories two dummy variables are needed to distinguish them. Such qualitative data can also be used for dependent variables. For example, a researcher might want to predict whether someone gets arrested or not, using family income or race, as explanatory variables. Here the variable to be explained is a dummy variable that equals 0 if the observed subject does not get arrested and equals 1 if the subject does get arrested. In such a situation, ordinary least squares (the basic regression technique) is widely seen as inadequate; instead probit regression or logistic regression is used. Further, sometimes there are three or more categories for the dependent variable — for example, no charges, charges, and death sentences. In this case, the multinomial probit or multinomial logit technique is used. See also Notes References |
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